I’m currently running a series of short one-shots that originate from a famous but somewhat shady inn named Madame Freona’s Tea Kettle located in the city of Phlan within the Moonsea region of the Forgotten Realms setting. I’ll start running Episode 4 (“A Shock at Evenfeast”) this week and am looking for one or two extra players to complete the party (most of the party are continuing players from previous episodes). Episodes are loosely connected by recurring themes and characters, and are based on modified versions of Adventurers' League modules. Episode 4 will be based on a customized version of one of the missions within DDEX1-01- Defiance in Phlan. Due to this customization this cannot and will not be an Adventurers' League game. I’m looking for a party of about 5 to 7 players in total and, as episodes are mostly independent, no previous knowledge is required.
A few rules to keep in mind:
Frequency of posts: Players and DM will be expected to post at least once a day. From what I’ve seen, however, it is not uncommon for posts to be made more frequently than that, especially in short and quick games like this one, so if you can only post once a day, make sure you are comfortable with others posting more frequently (see rule on plot advancement).
Plot advancement: The pace of plot advancement is determined by players’ posts. Once enough players (not necessarily all) indicate in their posts through characters’ actions or speech that they are ready for the next plot point and/or dungeon room, I’ll advance the story. Extended periods of silence will also count as agreement to move the plot forward. In such cases, your PC will be assumed to be ‘out-of-shot’ or ‘in the background’, quietly following the party’s decisions.
Expedited rolls (into-and-in-combat): During combat, to keep things moving and to avoid having players' posts consist of only a die roll, I may elect to roll on behalf of the players for things like initiative and saving throws in response to an enemy's action.
Loose initiative (in-combat): During combat, players can post/take their turns as long as it comes up before that of the next enemy. For example, if initiative looks like this: PC1, PC2, Enemy, PC3; then, PC2 is welcome to take their turn without having to wait for PC1 to post, but PC3 would have to wait until the Enemy takes its turn. I’ll then make sense of the posts the next time I make my own post. Making your post flexible and/or conditional on others’ is quite helpful. This should help decrease the amount of downtime during a fight.
The 24-hour rule (in-combat): If 24 hours have elapsed since the DM has asked for your input in combat, then I’ll take control of your PC for that turn. I'll elect to run your PC for that turn as you have been running it beforehand, or in a manner that seems useful for the party overall. I dislike doing this, but it is a necessary last resort to keep the action moving forward in a daily-post game. To help smooth out this process, you are always welcome to let me know beforehand if you think you can't post for an extended period of time; we all have busy lives after all.
Be patient and forgiving: PbP games require some patience and flexibility. Also, everyone makes mistakes, including the DM (I’m always learning from each new game). I like to think I’m quite accommodating so if you see something you don’t like, reach out and we’ll find a solution. A sense of humor also goes a long way.
Characters applications:
Character creation (new character): You are free to create any character concept that you’d like as long as it does not contain any of the following: Eberron or Ravnica content, homebrewed content; or evil-aligned characters. Other stuff available in D&D Beyond like recent Unearthed Arcana and Critical Role content is OK. Stats will be rolled as 4d6 (x7) drop lowest of the 4 dice, drop the lowest of the 7 rolls. You must roll your stats in this thread. If you do not like your stat rolls, you are welcome to use the standard array instead (i.e. 15, 14, 13, 12, 10, 8). New characters start with 600XP (2nd level, almost 3rd) and get the starting equipment. Starting equipment can be sold for 50% value (rounded down), and mundane equipment can be purchased for the price listed in the PHB.
Recurring characters: You are welcome to apply with a recurring character instead if you have played in any of the previous episodes. If going this route, any magic item or non-standard equipment that your character has obtained during one of the previous episodes is fair game. If your pre-existing character has less than 600XP, you may bring it up to that number. If it has more than that from playing in previous episodes, you may keep that instead. Experience gained from playing in games apart from previous episodes in this series does not carry over.
If you agree with all the rules above and would like to join us for this one-shot, please post your application below. To apply, please post your character's name, class, race, current XP (if using a pre-existing character), and selected background here, along with a D&D Beyond character sheet/profile link. As this is a short one-shot, there really is no need for an extensive backstory, but feel free to post a short paragraph if so inclined. If selected, you’ll be asked to join a campaign with a D&D Beyond link. See you there!
After finishing his first few years of training at the academy, Harik received a letter from the famed wizard Astrimarius to study under his tutelage. Harik followed the instructions of the letter, but when he arrived at his new master's abode, he was informed that the wizard had recently left, offering no explanations and only a vague directions on how to reach him. For the last year, Harik has been pursuing the wizard, all to no avail. His master remains as elusive and mysterious as ever.
If you still wanted to create a character, your corrected rolls would be: 13, 12, 9, 11, 11, 15, 16 (you'd then drop the 9). Don't forget to post a link to the Character sheet.
Your rolls are also missing the "drop lowest(1)"part. Here they are, correct: 13, 9, 14, 13, 15, 11, 11 (You'd then drop the 9). Don't forget to post a link to the Character sheet.
If you hover the mouse over your roll, at least for me, it shows that all four dice are being added for each of the 7 rolls. Your roll code has "dropLowest(0)" in it, which means it is actually not dropping anything. It should be "dropLowest(1)".
“Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience and the poor man's armor. It cannot be broken and it cannot be taken away.”
For as long a Fergus can remember he was raised by a wild pack of Druids. When he was young he played and wrestled with puppies and kittens. When grew older he hunted with wolves and panthers. Whatever form his Pack, Pride, or even Troop took it didn't matter because they always cared for him and protected him. They taught young Fergus the ways of the Druids and while he was young he merely acted like different animals as he did not have the innate ability to change his form as his adopted family did over the years he learned to adopt the forms of the animals around him. He now yearns for adventure and went off on his own to find his place in the world.
Backstory (short): Marfaen was the only bastard child in his family, composed of solely humans, except for him, and as a teenager, he got lost in the wilds. Not caring to go back, he ventured into the forest, until he met a wizard who lived nearby, and who taught him the basics of magic. After he left, Marfaen kept wandering for what was next that he would find, until, just a few days after that, he has a vision, one that he didn't understand, and that would lead him to learn about Divination magic, and their visions.
Ahriman hails from in the Field Ward of Waterdeep and got by stealing food and minor trinkets from Waterdeep's nobility. The proximity of the Field Ward to the North and Sea Wards (where the nobility lives), made it a tempting base of operations for an upstart thieves ring. Ahriman, far from a professional thief, thought that they would leave him alone if he kept to himself. He was wrong, the criminal group put pressure on the pick-pocketing poor to give them a piece of the wealth they stole, not caring that most of what they stole was food and other necessities.
The criminals began to make examples of those who couldn't pay their dues. The local authorities were looking the other way, mostly at the coin being dropped into their pockets. Desperate to find a way to pay his due, Ahriman pushed further and further into the wealthy wards. One night he broke into a curio shop, sure he would find some trinket or bauble of value. He was drawn to a small, locked chest in a back room. Inside was the broken shard of a blade, its hilt wrapped in worn leather. He felt compelled to reach for it, to wrap his hand around the grip, to run its jagged edge across the throats of those who oppressed him.
It was when he touched it that he heard the voice, soft and steady, offering him the power to stand up to those who stood on him. He took the blade and the next day, he gave the collectors' their cut. He didn't stop there. Using his newly found power and years honed skills in stealth and burglary, he stole into the homes of the newly formed crime ring, and gave them their cut as well. Even the captain of the local guard wasn't spared from Ahriman's vengeance, an act he is now wanted for.
The message was sent, and the remnants of the ring stayed away from Ahriman and his friends. Ahriman uses his eldritch power to keep himself hidden from the authorities. Most often he assumes the identity of Quinn Miller, a middle-aged human male with weathered features and graying hair.
Occasionally, the voice of the blade calls out to him with tasks to complete. One such task took him on a weeks long trip into the mountainous north. He hiked for days through the wilderness before coming to a small pile of stones. The voice instructed him to arrange these stones into a geometric pattern and speak a word from a strange tongue. Seemingly nothing happened, but the voice was pleased just the same.
Another task had him steal a jeweled broach from a noble woman and deliver it to another. A week later the town rumor mill was buzzing with the story of prominent member of nobility embroiled in an affair with his political rival’s wife.
The voice has even tasked him with taking life. This is an uncommon ask and he is always assured that the life he takes is deserving of such a fate – that the throat he cuts is poised to cut the throats of others. Ahriman believes that there is something more behind the blade, some larger agenda that isn't yet clear, but it gave him to the power to free himself and so he is compelled to obey.
A few hours before dawn, my remote alpine village was overrun by a band of marauding orcs. Awakened by the guttural yells of the attackers and the screams of the terrified and dying, I stumbled through the fog with my heart in my throat and my axe in my hand. I fought recklessly, out of desperation, not valor. When the sun rose later that autumn morning, it shone simultaneously on my loss and my gain. I had lost my friends, my brother, and, most assuredly, my belief in a world of goodness and decency. I had gained, however, the gratitude and reverence of many and the fierce resolve to hunt my foes relentlessly and mercilessly. Once certain that I would commit myself to the life of a cleric, devoted to honoring the god Moradin, I am not certain my angry and vengeful mind is any longer suited for serving one who is both good and righteous.
Calith is the fifth son of a travelling merchant from Neverwinter The child of a human father who met an elven woman in his travels. Upon his return to the same land later on he was presented with his half-elf son, Calith. His father took him at a young age as he was rejected by his mother's people. His older brothers, all fully human, treated him poorly, and while his father treated him well Calith recognized that his racial make-up would not lead to a great inheritance. He also knew that he did not possess either the intelligence or charisma needed to engage in his father's business of trade. He spent his time among the caravan guards of his father's merchant business. He also served in the Flaming Fist as a soldier and grew in stature as well as earning a well deserved reputation for his prowess in combat. He found that he did not like the rigid control of the military life and he left at the earliest chance and returned to work for his father as a caravan guard where he had greater freedom and could travel wider.
Work with his father's caravan guards allowed him to travel and gain experience in other languages other than his own. Proficient in Common, Elvish, Dwarvish and the trade language of Undercommon he could communicate with those he came into contact with while working the trade routes. He prefers to spend his time playing dice with soldiers and other guards. While he is comfortable in rough taverns he also knows how to behave in respectable inns. Unfortunately for Calith, his gambling issues have caused problems for him. His father has removed him from his position in the caravan guards. With his pack, weapons and some coins Calith is now on a new path...
Consider me interested. I'd like to run with a tweaked version of an AL character I have in a different campaign though, so I have to ask...is Point Buy acceptable rather than rolling or using standard array?
Welcome to Madame Freona’s Tea Kettle.
I’m currently running a series of short one-shots that originate from a famous but somewhat shady inn named Madame Freona’s Tea Kettle located in the city of Phlan within the Moonsea region of the Forgotten Realms setting. I’ll start running Episode 4 (“A Shock at Evenfeast”) this week and am looking for one or two extra players to complete the party (most of the party are continuing players from previous episodes). Episodes are loosely connected by recurring themes and characters, and are based on modified versions of Adventurers' League modules. Episode 4 will be based on a customized version of one of the missions within DDEX1-01- Defiance in Phlan. Due to this customization this cannot and will not be an Adventurers' League game. I’m looking for a party of about 5 to 7 players in total and, as episodes are mostly independent, no previous knowledge is required.
A few rules to keep in mind:
Characters applications:
If you agree with all the rules above and would like to join us for this one-shot, please post your application below. To apply, please post your character's name, class, race, current XP (if using a pre-existing character), and selected background here, along with a D&D Beyond character sheet/profile link. As this is a short one-shot, there really is no need for an extensive backstory, but feel free to post a short paragraph if so inclined. If selected, you’ll be asked to join a campaign with a D&D Beyond link. See you there!
This sounds great. I'll be posting my character here shortly.Ability scores: 12 13 15 11 13 14 12
Name: Kieran
Class: Monk
Race: Wood Elf
Background: Folk Hero
https://ddb.ac/characters/5539625/sElI5o
Here, let's try this out.
12 , 9 , 17 , 11 , 14 , 15 , 17
Ok, I'll come up with a character soon.
Name: Andmarir Firandylous
Class: Ranger
Race: Wood Elf
Background: Outlander
https://ddb.ac/characters/5442483/A4F2rg
Harik Malhoun
Wizard
Dragonborn
Sage
After finishing his first few years of training at the academy, Harik received a letter from the famed wizard Astrimarius to study under his tutelage. Harik followed the instructions of the letter, but when he arrived at his new master's abode, he was informed that the wizard had recently left, offering no explanations and only a vague directions on how to reach him. For the last year, Harik has been pursuing the wizard, all to no avail. His master remains as elusive and mysterious as ever.
Ability scores: 15 11 12 13 12 17 11
ddb.ac/characters/5447548/k4oobT
Ability Scores: 18 16 13 12 15 14 15
Whoops totally screwed that up lol
14151013131617
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Ability scores: 13 15 13 17 10 13 10
https://ddb.ac/characters/3871602/opuPdH
Lot's of stuff ...
Name Nam’nha Krump
Race High Elf
Class Sorcerer
XP 600 (new character
Background Haunted One
Ability scores: 11 10 15 17 15 8 10
https://www.dndbeyond.com/profile/Goingcrazy614/characters/5101783
Elon Andrael- High Elf sorcerer- Waterdeep Dragon Heist
Tomac- goliath barbarian- Yet Another Storm Kings Thunder
@YoFizz:
If you still wanted to create a character, your corrected rolls would be: 13, 12, 9, 11, 11, 15, 16 (you'd then drop the 9). Don't forget to post a link to the Character sheet.
@Happy_Potato:
Your rolls are also missing the "drop lowest(1)"part. Here they are, correct: 13, 9, 14, 13, 15, 11, 11 (You'd then drop the 9). Don't forget to post a link to the Character sheet.
If you hover the mouse over your roll, at least for me, it shows that all four dice are being added for each of the 7 rolls. Your roll code has "dropLowest(0)" in it, which means it is actually not dropping anything. It should be "dropLowest(1)".
Deleted.
Elon Andrael- High Elf sorcerer- Waterdeep Dragon Heist
Tomac- goliath barbarian- Yet Another Storm Kings Thunder
Ability Scores: 13, 9, 14, 13, 15, 11, 11
Name: Ealoth
Race: Tiefling
Class: Blood Hunter
Background: Haunted One
Character Sheet
“Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience and the poor man's armor. It cannot be broken and it cannot be taken away.”
Name: Fergus Furless
Class: Druid
Race: Halfling
Background: Outlander
For as long a Fergus can remember he was raised by a wild pack of Druids. When he was young he played and wrestled with puppies and kittens. When grew older he hunted with wolves and panthers. Whatever form his Pack, Pride, or even Troop took it didn't matter because they always cared for him and protected him. They taught young Fergus the ways of the Druids and while he was young he merely acted like different animals as he did not have the innate ability to change his form as his adopted family did over the years he learned to adopt the forms of the animals around him. He now yearns for adventure and went off on his own to find his place in the world.
Ability Scores: 14 10 10 13 13 12 13
Ability Scores: 16 15 16 16 15
812*New character*
Name: Marfaen (Character Sheet link)
Class: Wizard (School of Divination)
Race: Half-Elf
Background: Hermit
Backstory (short): Marfaen was the only bastard child in his family, composed of solely humans, except for him, and as a teenager, he got lost in the wilds. Not caring to go back, he ventured into the forest, until he met a wizard who lived nearby, and who taught him the basics of magic. After he left, Marfaen kept wandering for what was next that he would find, until, just a few days after that, he has a vision, one that he didn't understand, and that would lead him to learn about Divination magic, and their visions.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
ame: Ahriman Jedhor
Ability Scores rolled: Ability scores: 12 8 9 9 14 7 17
Race: Protector Aasimar
Class: Hexblade Warlock
Background: Urchin
Backstory:
Ahriman hails from in the Field Ward of Waterdeep and got by stealing food and minor trinkets from Waterdeep's nobility. The proximity of the Field Ward to the North and Sea Wards (where the nobility lives), made it a tempting base of operations for an upstart thieves ring. Ahriman, far from a professional thief, thought that they would leave him alone if he kept to himself. He was wrong, the criminal group put pressure on the pick-pocketing poor to give them a piece of the wealth they stole, not caring that most of what they stole was food and other necessities.
The criminals began to make examples of those who couldn't pay their dues. The local authorities were looking the other way, mostly at the coin being dropped into their pockets. Desperate to find a way to pay his due, Ahriman pushed further and further into the wealthy wards. One night he broke into a curio shop, sure he would find some trinket or bauble of value. He was drawn to a small, locked chest in a back room. Inside was the broken shard of a blade, its hilt wrapped in worn leather. He felt compelled to reach for it, to wrap his hand around the grip, to run its jagged edge across the throats of those who oppressed him.
It was when he touched it that he heard the voice, soft and steady, offering him the power to stand up to those who stood on him. He took the blade and the next day, he gave the collectors' their cut. He didn't stop there. Using his newly found power and years honed skills in stealth and burglary, he stole into the homes of the newly formed crime ring, and gave them their cut as well. Even the captain of the local guard wasn't spared from Ahriman's vengeance, an act he is now wanted for.
The message was sent, and the remnants of the ring stayed away from Ahriman and his friends. Ahriman uses his eldritch power to keep himself hidden from the authorities. Most often he assumes the identity of Quinn Miller, a middle-aged human male with weathered features and graying hair.
Occasionally, the voice of the blade calls out to him with tasks to complete. One such task took him on a weeks long trip into the mountainous north. He hiked for days through the wilderness before coming to a small pile of stones. The voice instructed him to arrange these stones into a geometric pattern and speak a word from a strange tongue. Seemingly nothing happened, but the voice was pleased just the same.
Another task had him steal a jeweled broach from a noble woman and deliver it to another. A week later the town rumor mill was buzzing with the story of prominent member of nobility embroiled in an affair with his political rival’s wife.
The voice has even tasked him with taking life. This is an uncommon ask and he is always assured that the life he takes is deserving of such a fate – that the throat he cuts is poised to cut the throats of others. Ahriman believes that there is something more behind the blade, some larger agenda that isn't yet clear, but it gave him to the power to free himself and so he is compelled to obey.
Character Link:
https://ddb.ac/characters/4984566/cxcVNR
Berragin Greystone | Mountain dwarf fighter
Background: Folk hero
Ability scores: 10 13 13 10 12 13 15
Backstory:
A few hours before dawn, my remote alpine village was overrun by a band of marauding orcs. Awakened by the guttural yells of the attackers and the screams of the terrified and dying, I stumbled through the fog with my heart in my throat and my axe in my hand. I fought recklessly, out of desperation, not valor. When the sun rose later that autumn morning, it shone simultaneously on my loss and my gain. I had lost my friends, my brother, and, most assuredly, my belief in a world of goodness and decency. I had gained, however, the gratitude and reverence of many and the fierce resolve to hunt my foes relentlessly and mercilessly. Once certain that I would commit myself to the life of a cleric, devoted to honoring the god Moradin, I am not certain my angry and vengeful mind is any longer suited for serving one who is both good and righteous.
Calith Enfaren, Half elf Fighter (Soldier) Character Sheet
Calith is the fifth son of a travelling merchant from Neverwinter The child of a human father who met an elven woman in his travels. Upon his return to the same land later on he was presented with his half-elf son, Calith. His father took him at a young age as he was rejected by his mother's people. His older brothers, all fully human, treated him poorly, and while his father treated him well Calith recognized that his racial make-up would not lead to a great inheritance. He also knew that he did not possess either the intelligence or charisma needed to engage in his father's business of trade. He spent his time among the caravan guards of his father's merchant business. He also served in the Flaming Fist as a soldier and grew in stature as well as earning a well deserved reputation for his prowess in combat. He found that he did not like the rigid control of the military life and he left at the earliest chance and returned to work for his father as a caravan guard where he had greater freedom and could travel wider.
Work with his father's caravan guards allowed him to travel and gain experience in other languages other than his own. Proficient in Common, Elvish, Dwarvish and the trade language of Undercommon he could communicate with those he came into contact with while working the trade routes. He prefers to spend his time playing dice with soldiers and other guards. While he is comfortable in rough taverns he also knows how to behave in respectable inns. Unfortunately for Calith, his gambling issues have caused problems for him. His father has removed him from his position in the caravan guards. With his pack, weapons and some coins Calith is now on a new path...
Ability scores: 11 16 17 12 9 8 16
Consider me interested. I'd like to run with a tweaked version of an AL character I have in a different campaign though, so I have to ask...is Point Buy acceptable rather than rolling or using standard array?
No, sorry... no point-buy this time around. I’ll consider it for future episodes.
Alright, understood. I'll see about trying to tweak the concept just a bit more then.