Looking for 4 dedicated players (absentees will be kicked / replaced after 72 hours of forum inactivity) to run through a story arc intended, eventually, to be an adventure series offered on The Dungeon Master's Guild site:
A small group of fledgling adventurers (starting at 1st level) takes a break from hunting goblins and kobolds in local fields for a drink and some meager food at the Sharp Tooth Tavern a few miles north of Beregost along the Coast Way road. The Flaming Fist mercenaries, hesitant to send official representatives for such a minor threat, have offered a half-silver per kobold or goblin ear (full silver per pair), hoping to stem a growing problem of such critters annoying the locals and absconding with area livestock. So far our heroes have found the little buggers to be quite elusive and have had little success, but one chance occurrence changes their fate forever...
The barkeep, a leathery middle-aged woman named Gert with unkept fingernails and mousy brown hair streaked in white, approaches the group.
"I heard something strange in one of the back rooms, a boy whimpering for help," she whispers, her voice rattling in her chest like a bag of pebbles. "From the room that fellow rented."
She points to a golden-skinned genasi seated at the bar. His worn, patchwork leathers and the rapier hanging loosely at his waist, forged in a style consistent with the Cimarine Isles, mark him as a pirate.
"There'll be no bill if you check it out and report back. Careful, though, I saw he stowed a pack of guard dogs in there."
Meta
Need 4 characters to form a well-balanced adventuring party, generated based on the following rules:
Standard stat array, no need to roll
Take starting packages or equip using starting gold option
PHB and following sources only: Sword Coast Adventurer's Guide, Elemental Evil Player's Companion, Curse of Strahd, and the following content from Volo's Guide to Monsters - (Aasimar, Goliath, Tabaxi)
Probably best to submit 2 characters and be okay with running either so we can craft a party from the best combination
No backstory needed other than background details from character generation
Please post details of your character(s) in this thread to apply. We'll begin ASAP - as soon as I've got the logged roller running (no more than a couple of days) and we've received a workable combination of characters.
Mechanics
I will create a simple external site (link will be provided privately to selected players) for roll logging. All other play will take place in this thread.
My Commitment
I'll be on every day and will, at least, check the current status of the thread. If there's a pressing question or issue needing resolution, I will resolve it. Either way, I will post in and / or actively maintain the thread at least every 48 hours.
Hey! I'm interesting in throwing in either a Rogue or a Paladin. Do you want expand what you mean by Vanilla? Does that include SCAG as well? Or Volo's/Elemental Evil? Or is it just the basic Player's Handbook for character creation? I mainly ask because both characters utilize Booming Blade and/or Green-Flame Blade, from SCAG. And I have plans for the Arcane Trickster to take a few levels in Bladesinger, and the Paladin character would be taking Oath of the Crown.
Ear to the Ground- You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Personality Traits: I would rather make a new friend than a new enemy. The best way to get me to do something is to tell me I can't do it.
Ideal: Redemption. There’s a spark of good in everyone.
Bond: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
Gnome Cunning - You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Expertise - At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Thieves' Cant - During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Equipment:
14 gp, Thieves' Tools, 50 ft. silk rope w/ grappling hook, an explorer's pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin), a viol
Pettilaen has always been a city-folk. He grew up in Baldur's Gate to parents who were farmers. They worked hard to provide a decent life for him and his two siblings, who in return worked hard on the farm. He always understood the value of hard work. But that didn't stop his love for exploration and pulling pranks on his siblings. He was notorious for those two things, and often would get lost in the nearby woods.
As he grew older, the business of the city appealed to him. He saw the city as a massive place to explore, and as such took up the job as a courier when he was in his teens, running about from nobleman to business to city official delivering messages. It was in this business that he was approached by a group of thieves, who offered him a way to make some extra cash, in exchange for them copying down the letters he delivered. This took him down a dark road for several years of his life, where he worked closely with this group of thieves, learning the tools of the trade on how to move about undetected, pick the pockets of wealthy merchants, break into houses and where to strike someone to hurt them the most.
A few years into this, he began to see what he was becoming, but felt there was no way to get out now. He was in too deep with these thieves, and had become one of them. They were the closest thing to a family he had, since he'd estranged himself from his parents and siblings. It wasn't until he was caught by a priest of Illmater until he realized the atoning he needed to do. Unable to sell out his brothers and sisters in the thieves' guild, he instead left and travelled back home to his family, broken-hearted. They gave him a warm reception, happen to have their son and brother back again. His heart though yearned for exploration, and he took off after staying with his family for a time, wanting to make his mark on the world.
Kjørynreis Durnehviir: Paladin of Ilmater from the Northlands
Kjørynreis Durnehviir: Lawful Good Human Paladin (Oath of the Crown) [Paladin (OotC)/Sorcerer (Draconic)]
Portrait:
Background: Sailor
Ship's Passage - When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Personality Traits: My friends know they can rely on me, no matter what.I never pass up a friendly wager.
Ideal: Fairness. We all do the work, so we all share in the rewards.
Bond: I was cheated out of my fair share of the profits, and I want to get my due.
Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.
Feat - You gain one feat of your choice (Magic Initiate).
Divine Sense - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands - Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Kjørynreis' roots are dark. Born into a clan of raiders who plundered the northern parts of the Sword Coast, he grew up in the cold, hostile environment of the north, spending his youth and adulthood on the longer raiderships that they used to plunder the coastal villages and towns. Known as the Black Ravens, him and his clanmates were ruthless, taking whatever it was that they pleased, and charging into battle viciously. This was the life that he knew, and he reveled in it.
It wasn't until they came across a monastery to Ilmater did he realize just how wicked and wrong him and his comrade's actions were. He always believed in fighting only those who could fend for themselves, but as he watched his clanmates hack down the priests and acolytes who had prostrated themselves in a sign of submission, something broke within him, and he couldn't bring himself to do it. But neither could he bring himself to fight against his clanmates. He could only stand, paralyzed, as the works of death and carnage swirled around him. When it ended, his boots were soaked in the blood of the innocent.
The event scarred him, and he ran. He ran through the snow, from his clan, until he collapsed on the ground and passed out. When he awoke, he was next to a warm fire, with animal hides over him, and next to several strangers. As he began to get up, some of the strangers stood up, and began to draw their weapons. The clear, soothing voice of a woman from behind him, stopped them, and they sheathed their weapons. Introducing her and her companions, he discovered she was a priest of Ilmater on a pilgrimage to the very sight he and his people had ransacked, plundered, and slaughtered everyone within. She watched him from a cliff as he ran, and saw a chance for redemption for his soul.
Kjørynreis stayed with the woman, serving her as best he could as he learned of the error of his ways. While his past haunted him, he saw that there was much good he could still do in the world, and made a vow to become an Ilmatari, a paladin of Ilmater. He learned to focus the rage in his raider-heart towards those who would inflict suffering on the innocent and defenseless. By doing so, he felt that he had found a way to make a positive mark on the world, and hopefully redeem his soul for the actions of his past.
I originally intended Basic Rules only, as available on DnD Beyond, but as I think about it I don't see much harm in opening it up to official and fully published (not play-test material like Unearthed Arcana) WotC supplements. I'll change the text above.
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PBP "Beregost Blues" - Dungeon Master of Gnome Slaying +5
Right. D&D Beyond doesn't have the classes and stuff posted yet anyway, so you can still use the basic rules found in the Compendium, because they apply to SCAG and the other books as well. If you do want to keep it with that vanilla feel, then maybe disclude racial options from Volo's or something, so it's not a party of monsters. But that's your call to make!
For roll-logging, I would recommend using Discord: it's a great website that allows dice rolling and can be our place for OOC discussion (which will help keep this thread to only IG comments/role-playing). Players tend to chat a lot with each other, just to get to know everyone, and Discord is able to provide that very well. I'm sure there are other websites that do that as well. Discord is just the only one I'm familiar with haha, and it's formatted for ease-of-use.
... maybe disclude racial options from Volo's or something, so it's not a party of monsters.
Yeah, I updated the rules above to include the permitted books and the permitted portions from Volo's - for that exact reason. I'm in the midst of building a custom logger tailored to our purposes. The idea is to put it through its paces, then include it in a suite of tools (none of which are released just yet) on one of my sites as a free service to the community.
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PBP "Beregost Blues" - Dungeon Master of Gnome Slaying +5
I'm already in a couple, but once through the main character creation it isn't hard to keep track of what is going on and get into the flow of how each group flows. =) One of them is with Imoxator we just started this week. I'll work on character ideas tonight and tomorrow around family stuff. One might be a cleric, but not sure what to try for the other class. I'll think on it during dinner and at least play with a cleric tonight.
Joining in because it sounds interesting the various things you will be testing including your own custom logger. Always glad to test things which is why I ended up here in the first place.
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PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
I've finished both of my characters, and edited the original post to include them. I'm leaning towards the paladin on who I'd rather play, but I'll be happy to play the rogue as well. Both characters are flexible and will be able to serve in various roles as they level up. The rogue will main in... roguery, with a side of magical talent. The paladin will be more flexible, being mostly a tank who has a good repertoire of spells too, and I can readjust him to serve as a party face if we don't have anyone else who mains in CHA.
Also, if someone needs a character concept, feel free to pick the other of my two options I've presented.
Here is my Tiefling Bard. Up front, he is curious, cunning, and open-minded, but he is absolutely scared of the dark.
Ishkar Ulani: Chaotic Good Tiefling Bard (College of Lore)
Background: Personality Traits: If someone is in trouble, I'm always ready to lend help. I have a strong sense of fair play and always try to find the most equitable solution to arguments. Ideal: Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) Bond: I protect those who cannot protect themselves. Flaw: The tyrant who rules my land will stop at nothing to see me killed.
Stats: STR 10 (0) DEX 15 (+2) CON 12 (+1) INT 14 (+2) WIS 8 (-1) CHA 16 (+3) (Saves: DEX & CHA)
Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Pan Flute, Viol, Shawm, Woodcarver's Tools, Land Vehicles
Languages: Common, Infernal
Weapons:
Shortbow - Ranged; +4 to hit; 1d6+2 piercing damage
Dagger - Melee/Ranged (20/60ft.); +4 to hit; 1d4 piercing damage
Traits:
Hellish Resistances: Resistance to Fire Damager
Infernal Legacy: Ability to cast Thaumaturgy Cantrip At level 3, able to cast Hellish Rebuke as a 2nd level spell once per long rest. At level 5, able to cast Darkness once per long rest. Charisma is spellcaster modifier for these spells.
Bardic Inspiration: Inspire others through stirring words or music. Use bonus action to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners unless you have shown yourself to a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Equipment: Entertainer's Pack, Shortbow, Viol, Leather Armor, Dagger, Woodcarver's Tools, a Shovel, an Iron Pot, a Set of Common Clothes, a Pouch with 10 GP.
SPELLS KNOWN (Spell Save: 13; Spell Attack Bonus: +5):
Born to a refugee family in a small fishing village, he knew from an early age of the darkness of the world and cruelty of humanity for their rejection of him, his family, and his people. He has always been called devil child by adults and kids alike and cried very often in his youth. This got even worse when cult fanatics obsessed with ridding the world of demonic presence targeted his parents and had them tied to archery targets to be mercilessly mutilated and maimed by thousands of arrows alongside a dozen other Tieflings. He managed to escape by hiding in his family's storehouse, but he still witnessed their death from the bushes parallel to the firing line. They bled out before his eyes and their screams of pain still echo in his ears. He fled on the spot and simply ran until he hit daybreak. At which he collapsed on the spot and was discovered partially conscious and crying by an old elven couple. They took him in and cared for him, fed him, and gave him a new home, but he never spoke a word of his past to his new foster parents. He lived with his new family for 8 years, making him about 15 or 16 with a little uncertainty because of his now blurry past. Around this time, his elderly foster parents were discovered to be housing a Tiefling by the same cult who killed his parents. The cult members came and killed his elder foster parents in front of him while he was dragged from his humble abode. He was taken to a large field with several gravestones and thrown on the ground. His captors told him to dig and so he did. He tried to block out the insults and mimicry, but it took a toll on his mind. After about 12 minutes of digging he had barely made any progress and his captor pushed him aside and threw dirt into his face. His captors began to laugh and this broke something inside of him. He began to yell, but it felt as if nothing were coming out. His captors however, began to stumble backward and grip their ears, but they all began to shake and nothing was helping. In the next instant, each of the heads of his captors burst like a grape and their lifeless bodies fell to the ground. The time between this and when Ishkar found himself in The Tavern of Lost Hopes is a complete blur, but he remembers two things. He did finish digging up that grave and this is where he found his prized Viol and that somehow he was taken in by a traveling band and is now their star musician. He worked with the Viol for years and years, but it now seems like nothing as his past comes rushing back to him. He knows he blocked it out for years, but now he just feels the music through his soul and mind as he plays to his heart's content despite the growing depression he feels. This day in the band would be different as in barges a man dressed in dark robes with a golden halo shimmering from the front and back of the robes. A deacon of the Cult of Illumination, the same cult who he dealt with in his childhood, stands in the entry hall. He declares out "All who enjoy this Demon's music shall be burned at the stake and torn to pieces for their heresy." His guards and men then rushed in and began to drag people off to a newly made burning pill built on the outskirts of town. "STOP!" He heard from the stage. Ishkar stared him down "I will not let these people suffer for my misfortune. I will not let you murder these innocent folk!" The cult leader responded "They need to pay for the heresy, demons like you control people through innocent guises and lies like this. You all need to be punished! And you demon; you need to be cleansed from this land to return us to holy grace!" "You purpose is not holy nor graceful, you INSOLENT SWINE!" With that insult, the men of the cult leader trembled and fell to the ground, clutching their ears. "See, what this disgrace can do, we must dispose of his kind to return ourselves to prosperity. Some of you will be spared for your righteous deaths" "There is nothing righteous about murder, TYRANTS LIKE YOU ARE ONLY IN IT FOR YOUR OWN AGENDA AND YOU MUST BE STOPPED" This attack dazed the Cult leader and sends many of his guards running from the tavern. At this point, the people begin fighting back and push the Cult Leader from the tavern. Ishkar runs out to yell off at the Cult leader as he follows his men. "Run! Run you tyrant and don't look back. From now on, The Tavern of Lost Hope will be protected from the likes of individuals such as you! And I decree that you shall never set foot into this tavern EVER AGAIN!" The crowd cheered for Ishkar and carried him back into the bar. The Barkeep exclaimed, "Let's hear it for Ishkar!" The cheering and celebrating continued into the night. By the next day, the Barkeep set up for a small local militia to protect the town from similar instances of that and any future targeting by The Cult of Illumination. Ishkar continued to travel with his band for a few more years, but when he became 25 he went out on his own to strike up his own work and earn his own wage. Eventually, at age 27, he came across the Sharp Tooth Tavern. He was then requested, alongside a few other strangers, to deal with a little problem. He joined this little group of goblin and kobold hunters to start off on a brand new adventure, one he surely would never forget. Though he knows that his past still haunts him and the very same deacon is out to have him and anyone he loves killed. He constantly tries to keep this from others, but it will reach them surely.
In if you still need a Dwarven Fighter. It won't take long to make up the character and should be able to post it later this evening or tomorrow morning.
Personality: I can stare down a hell hound without flinching. I have a crude sense of humor.
Ideal: My city, nation, mercenary group, or people are all that matter
Bond: Those who fight beside are those worth dying for
Flaw: I'd rather eat my armor then admit I was wrong
BIO: Bullden was smith for as long as he could remember but also liked using the weapons he was tasked to make. As he grew so did the feeling of adventuring. At his first chance he joined a dwarven caravan as a gaurd and part time smith then eventually joined a mercenary band. For a few years this was great until his group got ambushed by Orc bandits and only a handful of people escaped. Bullden is now seeking a new group to adventure and any chance he can get back at those Orcs for killing his freinds.
Hey Questor! Another buddy from another PbP here. =) Well, I'll definitely work on my cleric as some idea of her backstory clicked during dinner. My other idea was a mage which I see we don't have. ;) But without a healer it can be INTERESTING!
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PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
A bard counts as a mage too. They can also count as the party face, so my Sorcadin will be less valuable for this mix up. I'll just roll with my gnome rogue then.
Please each of you give me a simple response (just "OK" or whatever is fine) or even just thumbs-up this post as confirmation that you're good to go and I'll mark the game as full, then I'l start posting a little more lore and background detail for you guys (and maybe a little topical dramatic narrative just to tickle the fancies) and we can get started with the interactive RP next week.
Also: I'm considering employing a casual (for any out-of-character comments or chatter) logged chat along with the dice roller, but it'll partly depend on how much time I have available to work on this over the next few days. I had a sandbox code base I was going to work from, but for some reason I can't find it, so I need to put something together from scratch. Not a big deal, just a little more work than I anticipated.
ah yeah, forgot about that. Silly me! Working to get my brain focused better on deeper details with 5e because I do want to DM at some point. Pretty much have done a little play and before that had a bit of a hiatus and was doing Pathfinder. Have to dig all the info out of the wrinkles and make sure I'm not trying pull out the old 2nd Edition I played the most! It's been a long time since I did that version, but like 15 years of using it mixed in with the AD&D edition before it. ::chuckles:: Anyway, off to make this cleric.
And adding an edit since our wonderful DM posted at the same time and I say okay and the first name of the cleric I think I'm going to use is Portia, but might change if it don't seem to fit once she is made.
Gnome Cunning: advantage on Int, Wis, and Cha saving throws against magic
Gnome Cunning: you have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Speak with Small Beasts: through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Arcane Recovery: you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Library Access: you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical,or secret to permit anyone immediate access.You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
Arcane focus: A tiny, handcrafted birdcage charm on a necklace chain
Explorer's pack
Spellbook
The scholar's robes of your cloister
A writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)
A borrowed book on Illusion (that's overdue)
SPELLS KNOWN:
Spell Save DC: 15 Attack Modifier: +5
Cantrips (at will): minor illusion, firebolt, mage hand, ray of frost, message
1st Level Spells (2 a day): color spray, disguise self, charm person, find familiar, Tasha's Hideous Laughter, floating disc
BACKGROUND: Cloistered Scholar
Specialty: Researcher
Personality: I speak slowly when talking to idiots, which almost everyone is compared to me
Ideal: Nothing should fetter the infinite possibility inherent in all existence.
Bond: I have an ancient text that holds terrible secrets that must not fall into the wrong hands (and may also have incurred some overdue fines.)
Flaw: I speak without really thinking through my words, invariably insulting others.
BIO:
Zina, who earned the name "Kook" because she has a few screws loose, was a mischievous young gnome who lived with her father (Seamus), the local blacksmith. The two were very happy with their simple life together, with Zina finding joy in entertaining her father with her "l'il tricks and illusions." The two were inseparable, until the wrong person saw Kook casting one of her famous illusion.
A representative of Blackstaff Tower saw the naturally gifted gnome, and before either Zina or her father truly knew what was happening, she was whisked away to the arcane school. She learned how to hone her magic, but was prevented from seeing her father, who she missed terribly.
With a nose for trouble and all of the tact of a mallet (she had ironically earned her second nickname Adroit while at school), Strifelaughter found herself in and out of detention. On one particular occasion, when she was supposed to be dusting books in the library, she found an amazing book on Illusions. She soon realized that the book contained untold power, and could be devastating in the wrong hands. So naturally, she stole it.
Eventually, the pain from being separated from her father became too much, and she requested a leave of absence. She was allowed a month away from the school to reconnect with her father, in the hopes that it would help her focus more on her studies. However, when she returned, she found Bellian had gone missing. Crazy with grief and worry, she decided to travel the continent looking for her father.
She set out on her journey to find him six months ago, and has been picking up odd jobs as she travels to get by ever since.
A Complete List of Names: Zina Ufemiphi Twinkle Rosiniana Kook Adroit Strifelaughter (italics denote birth names)
Fey Ancestry: You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Proficiencies:
Performance
Deception
Persuasion
Insight
Perception
Light armor
simple Weapons, hand crossbows, longswords, rapiers, shortswords
Personality: I have different assumptions from those around me about personal space.
Ideal: I'm far from home, and everything is strange and wonderful!
Bond: My freedom is my most prized possession. I'll never let anyone take it from me again.
Flaw: I pretend not to understand the local language in order to avoid interactions I'd rather not have.
BIO:
Lesona Amransk grew up around stories. Her family belonged to a traveling theatre troupe in Sossal, so she is more than comfortable performing. With a beautiful singing voice, her mother hoped she would be content to be the leading lady for the rest of her life. But Lesona was never content to merely tell stories about epic adventurers, she wanted to be a hero herself. She knew that there was so much more to Faerun than her small corner, and so much more to life than just singing for coin. Differing visions on Lesona's future lead to perpetual conflict between the young bard and her mother.
That conflict came to a head when Lesona discovered the truth about her father, and she left the family caravan in a rage. She had been told he was dead her whole life, but the thought that there was an elven male out there that shared her blood intrigued her, and she set out to find him. She traveled as far away from Sossal as she possibly could, though whether she was running from something or toward something remains unseen.
The half-elf claims she is merely sightseeing, but she is truthfully searching for her destiny and her father. She makes many mistakes in this foreign land, but luckily she has a smooth tongue that can get her out of most problems. Boastful, cocky, and kind (most of the time), Lesona is prone to exaggerating her own adventures.
@DungeonMaya - The illusionist might work well as a 5th, building out the party with a more dedicated caster than current. And that gives us some flexibility in case anyone drops out, etc...
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PBP "Beregost Blues" - Dungeon Master of Gnome Slaying +5
Hey Briseadh! I had that same problem with mixing up rules with the various editions. I have played ALL the editions going back to the original red box prior to 1e so trust me I know that feeling. Look forward to playing another PBP.
Bullden's character sheet is posted in my first post.
DM: I selected the Mercenary Background and looks like you have to select a group. Wasn't sure if you wanted to use the ones listed in the sidebar for this background or if you wanted to suggest something.
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Intro
Looking for 4 dedicated players (absentees will be kicked / replaced after 72 hours of forum inactivity) to run through a story arc intended, eventually, to be an adventure series offered on The Dungeon Master's Guild site:
Dungeon Master's Guild
Backstory
A small group of fledgling adventurers (starting at 1st level) takes a break from hunting goblins and kobolds in local fields for a drink and some meager food at the Sharp Tooth Tavern a few miles north of Beregost along the Coast Way road. The Flaming Fist mercenaries, hesitant to send official representatives for such a minor threat, have offered a half-silver per kobold or goblin ear (full silver per pair), hoping to stem a growing problem of such critters annoying the locals and absconding with area livestock. So far our heroes have found the little buggers to be quite elusive and have had little success, but one chance occurrence changes their fate forever...
The barkeep, a leathery middle-aged woman named Gert with unkept fingernails and mousy brown hair streaked in white, approaches the group.
"I heard something strange in one of the back rooms, a boy whimpering for help," she whispers, her voice rattling in her chest like a bag of pebbles. "From the room that fellow rented."
She points to a golden-skinned genasi seated at the bar. His worn, patchwork leathers and the rapier hanging loosely at his waist, forged in a style consistent with the Cimarine Isles, mark him as a pirate.
"There'll be no bill if you check it out and report back. Careful, though, I saw he stowed a pack of guard dogs in there."
Meta
Need 4 characters to form a well-balanced adventuring party, generated based on the following rules:
Please post details of your character(s) in this thread to apply. We'll begin ASAP - as soon as I've got the logged roller running (no more than a couple of days) and we've received a workable combination of characters.
Mechanics
I will create a simple external site (link will be provided privately to selected players) for roll logging. All other play will take place in this thread.
My Commitment
I'll be on every day and will, at least, check the current status of the thread. If there's a pressing question or issue needing resolution, I will resolve it. Either way, I will post in and / or actively maintain the thread at least every 48 hours.
Here's a little bit of a dramatic audio teaser for a technique I plan on using for this PbP game... Give it a listen!
Proof of Concept: FRPG Narrative Teaser
Hey! I'm interesting in throwing in either a Rogue or a Paladin. Do you want expand what you mean by Vanilla? Does that include SCAG as well? Or Volo's/Elemental Evil? Or is it just the basic Player's Handbook for character creation? I mainly ask because both characters utilize Booming Blade and/or Green-Flame Blade, from SCAG. And I have plans for the Arcane Trickster to take a few levels in Bladesinger, and the Paladin character would be taking Oath of the Crown.
Pettilaen Brookebrewer: Good-hearted Arcane Trickster
Pettilaen Brookebrewer: Chaotic Good Forest Gnome Rogue (Arcane Trickster) [Rogue (AT)/Wizard (BS)/Fighter (BM)]
Portrait:
Background: Urban Bounty Hunter
Personality Traits: I would rather make a new friend than a new enemy. The best way to get me to do something is to tell me I can't do it.
Ideal: Redemption. There’s a spark of good in everyone.
Bond: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
STR: 8 (-1) DEX: 16 (+3) CON: 13 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 10 (+0) (Saves: DEX & INT)
Armor Class: 15 (10+DEX+Studded Leather Armor)
HP: 9/9
Skills: Acrobatics (+3), Insight (+3), Investigation (+3), Perception (+5), Sleight of Hand (+5), Stealth (+7)
Senses: Darkvision 60 ft.; Proficiency: Rogue, Viol, Dice; Languages: Common, Gnome, Thieves' Cant
Combat:
Traits:
Equipment:
SPELLS PREPARED:
BIO:
Pettilaen has always been a city-folk. He grew up in Baldur's Gate to parents who were farmers. They worked hard to provide a decent life for him and his two siblings, who in return worked hard on the farm. He always understood the value of hard work. But that didn't stop his love for exploration and pulling pranks on his siblings. He was notorious for those two things, and often would get lost in the nearby woods.
As he grew older, the business of the city appealed to him. He saw the city as a massive place to explore, and as such took up the job as a courier when he was in his teens, running about from nobleman to business to city official delivering messages. It was in this business that he was approached by a group of thieves, who offered him a way to make some extra cash, in exchange for them copying down the letters he delivered. This took him down a dark road for several years of his life, where he worked closely with this group of thieves, learning the tools of the trade on how to move about undetected, pick the pockets of wealthy merchants, break into houses and where to strike someone to hurt them the most.
A few years into this, he began to see what he was becoming, but felt there was no way to get out now. He was in too deep with these thieves, and had become one of them. They were the closest thing to a family he had, since he'd estranged himself from his parents and siblings. It wasn't until he was caught by a priest of Illmater until he realized the atoning he needed to do. Unable to sell out his brothers and sisters in the thieves' guild, he instead left and travelled back home to his family, broken-hearted. They gave him a warm reception, happen to have their son and brother back again. His heart though yearned for exploration, and he took off after staying with his family for a time, wanting to make his mark on the world.
Kjørynreis Durnehviir: Paladin of Ilmater from the Northlands
Kjørynreis Durnehviir: Lawful Good Human Paladin (Oath of the Crown) [Paladin (OotC)/Sorcerer (Draconic)]
Portrait:
Background: Sailor
Personality Traits: My friends know they can rely on me, no matter what. I never pass up a friendly wager.
Ideal: Fairness. We all do the work, so we all share in the rewards.
Bond: I was cheated out of my fair share of the profits, and I want to get my due.
Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.
STR: 16 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) (Saves: WIS & CHA)
Armor Class: 18 (10+Armor+Shield)
HP: 12/12
Skills: Arcana (+3), Athletics (+5), Intimidation (+4), Perception (+1), Religion (+3)
Senses: Normal; Proficiency: Paladin, Navigator's Tools, Vehicles (water); Languages: Common, Draconic
Combat:
Traits:
Equipment:
SPELLS PREPARED:
BIO:
Kjørynreis' roots are dark. Born into a clan of raiders who plundered the northern parts of the Sword Coast, he grew up in the cold, hostile environment of the north, spending his youth and adulthood on the longer raiderships that they used to plunder the coastal villages and towns. Known as the Black Ravens, him and his clanmates were ruthless, taking whatever it was that they pleased, and charging into battle viciously. This was the life that he knew, and he reveled in it.
It wasn't until they came across a monastery to Ilmater did he realize just how wicked and wrong him and his comrade's actions were. He always believed in fighting only those who could fend for themselves, but as he watched his clanmates hack down the priests and acolytes who had prostrated themselves in a sign of submission, something broke within him, and he couldn't bring himself to do it. But neither could he bring himself to fight against his clanmates. He could only stand, paralyzed, as the works of death and carnage swirled around him. When it ended, his boots were soaked in the blood of the innocent.
The event scarred him, and he ran. He ran through the snow, from his clan, until he collapsed on the ground and passed out. When he awoke, he was next to a warm fire, with animal hides over him, and next to several strangers. As he began to get up, some of the strangers stood up, and began to draw their weapons. The clear, soothing voice of a woman from behind him, stopped them, and they sheathed their weapons. Introducing her and her companions, he discovered she was a priest of Ilmater on a pilgrimage to the very sight he and his people had ransacked, plundered, and slaughtered everyone within. She watched him from a cliff as he ran, and saw a chance for redemption for his soul.
Kjørynreis stayed with the woman, serving her as best he could as he learned of the error of his ways. While his past haunted him, he saw that there was much good he could still do in the world, and made a vow to become an Ilmatari, a paladin of Ilmater. He learned to focus the rage in his raider-heart towards those who would inflict suffering on the innocent and defenseless. By doing so, he felt that he had found a way to make a positive mark on the world, and hopefully redeem his soul for the actions of his past.
I originally intended Basic Rules only, as available on DnD Beyond, but as I think about it I don't see much harm in opening it up to official and fully published (not play-test material like Unearthed Arcana) WotC supplements. I'll change the text above.
Right. D&D Beyond doesn't have the classes and stuff posted yet anyway, so you can still use the basic rules found in the Compendium, because they apply to SCAG and the other books as well. If you do want to keep it with that vanilla feel, then maybe disclude racial options from Volo's or something, so it's not a party of monsters. But that's your call to make!
For roll-logging, I would recommend using Discord: it's a great website that allows dice rolling and can be our place for OOC discussion (which will help keep this thread to only IG comments/role-playing). Players tend to chat a lot with each other, just to get to know everyone, and Discord is able to provide that very well. I'm sure there are other websites that do that as well. Discord is just the only one I'm familiar with haha, and it's formatted for ease-of-use.
I'm in the midst of building a custom logger tailored to our purposes. The idea is to put it through its paces, then include it in a suite of tools (none of which are released just yet) on one of my sites as a free service to the community.
I'm already in a couple, but once through the main character creation it isn't hard to keep track of what is going on and get into the flow of how each group flows. =) One of them is with Imoxator we just started this week. I'll work on character ideas tonight and tomorrow around family stuff. One might be a cleric, but not sure what to try for the other class. I'll think on it during dinner and at least play with a cleric tonight.
Joining in because it sounds interesting the various things you will be testing including your own custom logger. Always glad to test things which is why I ended up here in the first place.
PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain
PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
Yeah we are! *fist bump*
I've finished both of my characters, and edited the original post to include them. I'm leaning towards the paladin on who I'd rather play, but I'll be happy to play the rogue as well. Both characters are flexible and will be able to serve in various roles as they level up. The rogue will main in... roguery, with a side of magical talent. The paladin will be more flexible, being mostly a tank who has a good repertoire of spells too, and I can readjust him to serve as a party face if we don't have anyone else who mains in CHA.
Also, if someone needs a character concept, feel free to pick the other of my two options I've presented.
Character:
Here is my Tiefling Bard. Up front, he is curious, cunning, and open-minded, but he is absolutely scared of the dark.
Ishkar Ulani: Chaotic Good Tiefling Bard (College of Lore)
Background:
Personality Traits: If someone is in trouble, I'm always ready to lend help. I have a strong sense of fair play and always try to find the most equitable solution to arguments.
Ideal: Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Bond: I protect those who cannot protect themselves.
Flaw: The tyrant who rules my land will stop at nothing to see me killed.
Stats: STR 10 (0) DEX 15 (+2) CON 12 (+1) INT 14 (+2) WIS 8 (-1) CHA 16 (+3) (Saves: DEX & CHA)
Armor Class: 13 (Leather+DEX)
HP: 9/9
Skills: Acrobatics (+4), Animal Handling (+1), Performance (+5), Stealth (+4), Survival (+1)
Senses: Darkvision 60ft.
Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Pan Flute, Viol, Shawm, Woodcarver's Tools, Land Vehicles
Languages: Common, Infernal
Weapons:
Traits:
Hellish Resistances: Resistance to Fire Damager
Infernal Legacy: Ability to cast Thaumaturgy Cantrip
At level 3, able to cast Hellish Rebuke as a 2nd level spell once per long rest.
At level 5, able to cast Darkness once per long rest.
Charisma is spellcaster modifier for these spells.
Bardic Inspiration: Inspire others through stirring words or music. Use bonus action to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners unless you have shown yourself to a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Equipment: Entertainer's Pack, Shortbow, Viol, Leather Armor, Dagger, Woodcarver's Tools, a Shovel, an Iron Pot, a Set of Common Clothes, a Pouch with 10 GP.
SPELLS KNOWN (Spell Save: 13; Spell Attack Bonus: +5):
Cantrips: Thaumaturgy, Vicious Mockery, Light
1st Level: Cure Wounds, Tasha's Hideous Laughter, Charm Person, Healing Word
BIO:
Born to a refugee family in a small fishing village, he knew from an early age of the darkness of the world and cruelty of humanity for their rejection of him, his family, and his people. He has always been called devil child by adults and kids alike and cried very often in his youth. This got even worse when cult fanatics obsessed with ridding the world of demonic presence targeted his parents and had them tied to archery targets to be mercilessly mutilated and maimed by thousands of arrows alongside a dozen other Tieflings. He managed to escape by hiding in his family's storehouse, but he still witnessed their death from the bushes parallel to the firing line. They bled out before his eyes and their screams of pain still echo in his ears. He fled on the spot and simply ran until he hit daybreak. At which he collapsed on the spot and was discovered partially conscious and crying by an old elven couple. They took him in and cared for him, fed him, and gave him a new home, but he never spoke a word of his past to his new foster parents. He lived with his new family for 8 years, making him about 15 or 16 with a little uncertainty because of his now blurry past. Around this time, his elderly foster parents were discovered to be housing a Tiefling by the same cult who killed his parents. The cult members came and killed his elder foster parents in front of him while he was dragged from his humble abode. He was taken to a large field with several gravestones and thrown on the ground. His captors told him to dig and so he did. He tried to block out the insults and mimicry, but it took a toll on his mind. After about 12 minutes of digging he had barely made any progress and his captor pushed him aside and threw dirt into his face. His captors began to laugh and this broke something inside of him. He began to yell, but it felt as if nothing were coming out. His captors however, began to stumble backward and grip their ears, but they all began to shake and nothing was helping. In the next instant, each of the heads of his captors burst like a grape and their lifeless bodies fell to the ground. The time between this and when Ishkar found himself in The Tavern of Lost Hopes is a complete blur, but he remembers two things. He did finish digging up that grave and this is where he found his prized Viol and that somehow he was taken in by a traveling band and is now their star musician. He worked with the Viol for years and years, but it now seems like nothing as his past comes rushing back to him. He knows he blocked it out for years, but now he just feels the music through his soul and mind as he plays to his heart's content despite the growing depression he feels. This day in the band would be different as in barges a man dressed in dark robes with a golden halo shimmering from the front and back of the robes. A deacon of the Cult of Illumination, the same cult who he dealt with in his childhood, stands in the entry hall. He declares out "All who enjoy this Demon's music shall be burned at the stake and torn to pieces for their heresy." His guards and men then rushed in and began to drag people off to a newly made burning pill built on the outskirts of town. "STOP!" He heard from the stage. Ishkar stared him down "I will not let these people suffer for my misfortune. I will not let you murder these innocent folk!" The cult leader responded "They need to pay for the heresy, demons like you control people through innocent guises and lies like this. You all need to be punished! And you demon; you need to be cleansed from this land to return us to holy grace!" "You purpose is not holy nor graceful, you INSOLENT SWINE!" With that insult, the men of the cult leader trembled and fell to the ground, clutching their ears. "See, what this disgrace can do, we must dispose of his kind to return ourselves to prosperity. Some of you will be spared for your righteous deaths" "There is nothing righteous about murder, TYRANTS LIKE YOU ARE ONLY IN IT FOR YOUR OWN AGENDA AND YOU MUST BE STOPPED" This attack dazed the Cult leader and sends many of his guards running from the tavern. At this point, the people begin fighting back and push the Cult Leader from the tavern. Ishkar runs out to yell off at the Cult leader as he follows his men. "Run! Run you tyrant and don't look back. From now on, The Tavern of Lost Hope will be protected from the likes of individuals such as you! And I decree that you shall never set foot into this tavern EVER AGAIN!" The crowd cheered for Ishkar and carried him back into the bar. The Barkeep exclaimed, "Let's hear it for Ishkar!" The cheering and celebrating continued into the night. By the next day, the Barkeep set up for a small local militia to protect the town from similar instances of that and any future targeting by The Cult of Illumination. Ishkar continued to travel with his band for a few more years, but when he became 25 he went out on his own to strike up his own work and earn his own wage. Eventually, at age 27, he came across the Sharp Tooth Tavern. He was then requested, alongside a few other strangers, to deal with a little problem. He joined this little group of goblin and kobold hunters to start off on a brand new adventure, one he surely would never forget. Though he knows that his past still haunts him and the very same deacon is out to have him and anyone he loves killed. He constantly tries to keep this from others, but it will reach them surely.
http://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/1904-create-my-character-officially-over#c18
He's alive!
Very much so. His name is Ishkar Ulani and he will be glorious.
I got onto my laptop just so I could like both of your posts.
So with a Bard, a Cleric, and either a Rogue or a Paladin, we just need to a front-line warrior or a rogue, and I can fill the opposing slot!
In if you still need a Dwarven Fighter. It won't take long to make up the character and should be able to post it later this evening or tomorrow morning.
Name: Bullden Hammerfolk
STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 13 (+1) WIS: 12 (+1) CHA: 8 (-1)
Saving Throws: Str, Con
Armor Class: 17 (19 with shield)
HP: 13 (1d10+3)
Age: 45
Alignment: NG
Size: Medium
Movement: 25
Skills:
History [origin of stonework] (Int)
Athletics
Perception
Insight
Smith Tool's
Gaming set
Proficiencies:
Armor: All armor and sheilds
Weapons: Simple and Martial weapons
Fighter Abilities:
Fighting style: Defence (+1 AC)
Second wind: BA heal 1d10+Fighter Level
Mountain Dwarf Traits:
+2 Con; +2 Str
Darkvision 60 feet
Advantage saving throws vs Poison
Resistance to Poison
Stonecunning: double prof. bonus to origin stonework check
Languages:
Common and Dwarvish
Equipment:
Chainmail
Warhammer
Sheild
2 hand axes
Explorer's pack
Wealth: 10gp
BACKGROUND: Mercenary Veteran (SCAG)
Group: Flaming Fists
Specialty: Infantry
Personality:
I can stare down a hell hound without flinching.
I have a crude sense of humor.
Ideal:
My city, nation, mercenary group, or people are all that matter
Bond:
Those who fight beside are those worth dying for
Flaw:
I'd rather eat my armor then admit I was wrong
BIO:
Bullden was smith for as long as he could remember but also liked using the weapons he was tasked to make. As he grew so did the feeling of adventuring. At his first chance he joined a dwarven caravan as a gaurd and part time smith then eventually joined a mercenary band. For a few years this was great until his group got ambushed by Orc bandits and only a handful of people escaped. Bullden is now seeking a new group to adventure and any chance he can get back at those Orcs for killing his freinds.
Hey Questor! Another buddy from another PbP here. =) Well, I'll definitely work on my cleric as some idea of her backstory clicked during dinner. My other idea was a mage which I see we don't have. ;) But without a healer it can be INTERESTING!
PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain
PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
A bard counts as a mage too. They can also count as the party face, so my Sorcadin will be less valuable for this mix up. I'll just roll with my gnome rogue then.
This works for me. Here's the roster I've got:
Questor - Dwarven Fighter
UsurperofNessus - Tiefling Bard
Briseadh - (unknown) Cleric
Imoxator - Gnome Rogue
Please each of you give me a simple response (just "OK" or whatever is fine) or even just thumbs-up this post as confirmation that you're good to go and I'll mark the game as full, then I'l start posting a little more lore and background detail for you guys (and maybe a little topical dramatic narrative just to tickle the fancies) and we can get started with the interactive RP next week.
Also: I'm considering employing a casual (for any out-of-character comments or chatter) logged chat along with the dice roller, but it'll partly depend on how much time I have available to work on this over the next few days. I had a sandbox code base I was going to work from, but for some reason I can't find it, so I need to put something together from scratch. Not a big deal, just a little more work than I anticipated.
ah yeah, forgot about that. Silly me! Working to get my brain focused better on deeper details with 5e because I do want to DM at some point. Pretty much have done a little play and before that had a bit of a hiatus and was doing Pathfinder. Have to dig all the info out of the wrinkles and make sure I'm not trying pull out the old 2nd Edition I played the most! It's been a long time since I did that version, but like 15 years of using it mixed in with the AD&D edition before it. ::chuckles:: Anyway, off to make this cleric.
And adding an edit since our wonderful DM posted at the same time and I say okay and the first name of the cleric I think I'm going to use is Portia, but might change if it don't seem to fit once she is made.
PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain
PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
I'll bite. I've never really done PBP with D&D, so I may ask questions. If you don't like a character, let me know and I can change things.
Zina "Kook" Strifelaughter the Gnome Illusionist
STR: 10 (0) DEX: 14 (+2) CON: 12 (+1) INT: 17 (+3) WIS: 14 (+2) CHA: 8 (-1) (Saves: INT, WIS)
Armor Class: 12
HP: 7/7
Skills:
Proficiencies:
Languages: Common, Gnomish, Celestial, Primordial
Equipment:
SPELLS KNOWN:
Spell Save DC: 15 Attack Modifier: +5
BACKGROUND: Cloistered Scholar
Specialty: Researcher
Personality: I speak slowly when talking to idiots, which almost everyone is compared to me
Ideal: Nothing should fetter the infinite possibility inherent in all existence.
Bond: I have an ancient text that holds terrible secrets that must not fall into the wrong hands (and may also have incurred some overdue fines.)
Flaw: I speak without really thinking through my words, invariably insulting others.
BIO:
Zina, who earned the name "Kook" because she has a few screws loose, was a mischievous young gnome who lived with her father (Seamus), the local blacksmith. The two were very happy with their simple life together, with Zina finding joy in entertaining her father with her "l'il tricks and illusions." The two were inseparable, until the wrong person saw Kook casting one of her famous illusion.
A representative of Blackstaff Tower saw the naturally gifted gnome, and before either Zina or her father truly knew what was happening, she was whisked away to the arcane school. She learned how to hone her magic, but was prevented from seeing her father, who she missed terribly.
With a nose for trouble and all of the tact of a mallet (she had ironically earned her second nickname Adroit while at school), Strifelaughter found herself in and out of detention. On one particular occasion, when she was supposed to be dusting books in the library, she found an amazing book on Illusions. She soon realized that the book contained untold power, and could be devastating in the wrong hands. So naturally, she stole it.
Eventually, the pain from being separated from her father became too much, and she requested a leave of absence. She was allowed a month away from the school to reconnect with her father, in the hopes that it would help her focus more on her studies. However, when she returned, she found Bellian had gone missing. Crazy with grief and worry, she decided to travel the continent looking for her father.
She set out on her journey to find him six months ago, and has been picking up odd jobs as she travels to get by ever since.
A Complete List of Names: Zina Ufemiphi Twinkle Rosiniana Kook Adroit Strifelaughter (italics denote birth names)
Lesona Amransk the Half-Elf BardSTR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 10 (0) WIS: 14 (+2) CHA: 17 (+3) (Saves: )Armor Class: 13
HP: 9/9
Skills:
Proficiencies:
Languages: Common, Elvish, Sylvan, Celestial
Equipment:
SPELLS:
Spell Save DC: 15 Attack Modifier: +5
BACKGROUND: Far Traveler
Reason: Sightseer (from Sossal)
Personality: I have different assumptions from those around me about personal space.
Ideal: I'm far from home, and everything is strange and wonderful!
Bond: My freedom is my most prized possession. I'll never let anyone take it from me again.
Flaw: I pretend not to understand the local language in order to avoid interactions I'd rather not have.
BIO:
Lesona Amransk grew up around stories. Her family belonged to a traveling theatre troupe in Sossal, so she is more than comfortable performing. With a beautiful singing voice, her mother hoped she would be content to be the leading lady for the rest of her life. But Lesona was never content to merely tell stories about epic adventurers, she wanted to be a hero herself. She knew that there was so much more to Faerun than her small corner, and so much more to life than just singing for coin. Differing visions on Lesona's future lead to perpetual conflict between the young bard and her mother.
That conflict came to a head when Lesona discovered the truth about her father, and she left the family caravan in a rage. She had been told he was dead her whole life, but the thought that there was an elven male out there that shared her blood intrigued her, and she set out to find him. She traveled as far away from Sossal as she possibly could, though whether she was running from something or toward something remains unseen.
The half-elf claims she is merely sightseeing, but she is truthfully searching for her destiny and her father. She makes many mistakes in this foreign land, but luckily she has a smooth tongue that can get her out of most problems. Boastful, cocky, and kind (most of the time), Lesona is prone to exaggerating her own adventures.
PBP: DM of Titans of Tomorrow
PBP: Lera Zahuv in Whispers of Dissent
PBP: Evaine Brae in Innistrad: Dark Ascension
PBP: Cor'avin in Tomb of Annihilation
@DungeonMaya - The illusionist might work well as a 5th, building out the party with a more dedicated caster than current. And that gives us some flexibility in case anyone drops out, etc...
Hey Briseadh! I had that same problem with mixing up rules with the various editions. I have played ALL the editions going back to the original red box prior to 1e so trust me I know that feeling. Look forward to playing another PBP.
Bullden's character sheet is posted in my first post.
DM:
I selected the Mercenary Background and looks like you have to select a group. Wasn't sure if you wanted to use the ones listed in the sidebar for this background or if you wanted to suggest something.