"Defiance In Phlan" is an introductory adventure originally created for Adventurers League events. I will be running the DDEX1 line of adventurers as part of a longer campaign arc. NOTE: This is not an AL-legal campaign, and will feature character backstories and roleplay heavier than your typical Adventurers League adventure.
Read through the rest of this post, and if you are interested, follow the instructions to apply.
How To Apply:
- Rolling for stats is preferred because of the variance it brings to character creation, but Standard Array and Point Buy are also accepted for determining ability scores. If you are rolling for stats, those rolls must be made here or in a PM, and there are no rerolls allowed. If you are not comfortable with that, use the Standard Array or Point Buy.
- Reply to this thread or send me a PM with the 1) race/class you would like to play, 2) a short background summary, and 3) your method of determining ability scores (include rolls if rolling and remember there are no rerolls allowed. No Unearthed Arcana or homebrew characters will be accepted.
- Keep your backstory light; focus on intent over specifics. I will work with you to tailor your backstory and personal goals to NPCs and events pertinent to this campaign. One thing your character's backstory must include is that they have traveled to the town of Phlan to seek work as an adventurer.
About The Adventure:
- Setting: The Forgotten Realms (Faerûn)
- This adventure is comprised of multiple different missions, with a varying mix of roleplay, combat, and exploration in each.
- In real-time, this is approximately a five hour adventure. In PbP time, that means months of daily posting. If you cannot commit to posting at least once a day or if you are not willing to invest more than a few minutes a day into the story and your fellow party members, please do not apply (that does not include times that you let the group know in advance that you will be unable to post for a time). You only need to commit to this adventure, not the entire length of the campaign.
About The DM & House Rules:
- At any given time, I am running four PbP adventures on this site. Outside of D&D Beyond, I have two long-running campaigns, a group that meets irregularly, and I frequently run one-shots for friends and colleagues. With your response, please send me a PM that includes the phrase “Blue Dragon's Tooth” so I know I will have players that actually read others' posts.
- I have a gritty, realistic style. There will be descriptions of bloodshed, and occasionally (depending on the NPC) there might be swearing. NPCs will generally react to you the way a normal person would react; if your character doesn't show them respect or take them seriously, your words will carry less weight to them.
- Typically, I resolve and advance once or twice a day, depending on the situation and how quickly players post.
- Most of my PbP campaigns are Theater of the Mind. I also roll group initiative, which keeps combat moving swiftly.
- I don't use any averages. Enemy/NPC health is rolled and all damage is rolled.
- Your character can die. I don't fudge rolls and reckless actions have consequences.
2) The Wasanthi name is known throughout Waterdeep. It is spoken with reverence and awe by the commoners — especially those hoping to break through the seeming unbreakable barrier between those with and those without. It is said with derision by the families who have held Waterdhavian positions of power for generations. Nathandal Wasanthi is a new lord of Waterdeep only having gained power in the last century through careful (and underhanded) planning, just enough law breaking to help his position without landing him in hot water, and knowing the right people and the right secrets. Nathandal is still fighting the stigma of "new money". He knows it's a long process, and he is a patient man. In the meantime, he has his only son to whip into shape. While his three sisters (all older) are the pictures of proper nobility, Sylyra is lazy and entitled. His tutors complain and complain about how he won't live up to his potential. It seems he spends all of his energy furthering his own efforts — efforts which focus primarily on carousing. It doesn't help that he is beautiful, rich, and reckless. Females of all races flock to him, and he happily entertains all the equally beautiful ones. If he isn't careful, he'll start leaving a trail of accidents in his wake. Nathandal has decided it's time for Sylyra to grow up ... away from the luxury afforded by his name in the North. He's shipped him off to the region of The Moonsea: to Phlan. Sylyra was flabbergasted when he was told what was happening, but no amount of complaints and even threats stayed his father's hand. (What Sylyra doesn't know is that one of Nathandal's contacts has been tasked to keep an eye on Sylyra to make sure the imbecile doesn't get in over his head.) Sylyra was told to send regular written reports, and when Nathandal felt his son was ready to return, he would be given permission to do so. Sylyra secretly believes his father (or at least his mother, Emary) will enact his return within a tenday or so. Phlan is a new place for him to play, so Sylyra isn't too worried ... yet. In the meantime, he'll enjoy himself. Now that he's not under the scrutinizing eye of his father, the real fun can begin.
Arnald is an amazing archer. He's repeatedly made shots that others thought impossible. Over the years he's fought in numerous battles, competed in many competitions, and joined a few dozen adventuring parties. All with the same goal. To learn from those he could while getting enough experience to become the best archer in the world. All of this has made Arnald more than a bit arrogant over the years.
But, like everything in this world, not everything is as it seems. One of Arnald's secrets is that his 'pet' hawk named Sly is actually his familiar who gives him constant updates on wind directions and speed as well as watches his back to ensure no one gets the drop on Arnald.
Looking for new adventures, Arnald has traveled to the town of Phlan, chasing rumors that there's need of adventurers there.