Let's run a Ghosts of Saltmarsh campaign. I enjoy the nautical themes of this adventure so lets have a good time with it. The adventure will begin at level 1 with characters just coming in to Saltmarsh as a group. When creating a character you can roll for stats (with the dice roller application) or use standard array, just state which in the application.
Please fill out the following application.
Character name:
Race:
Class:
Backstory (including how you wound up in Saltmarsh):
Ability scores (rolled or just put standard if you are taking standard array):
Backstory: While on patrol of the Northern area of his section of the Elvin woods a group of raiders over ran his village from the south.The raid killed many and most of the women and children were taken away-including his family. Elias has sworn to find his family and exact vengeance on the raiders. He has been tracking them and in the process has been led to Saltmarsh to search for clues.
Backstory (including how you wound up in Saltmarsh): Son of Orc Warchief and human, Wrex was raised among Orcs under his father's protection until his nucle started a civil war within the tribe, AFter years of fighting, Wrex was simply last one standing. Without a home let alone a family, Wrex wanders the country, seeking a glorious death. He has heard rumors concerning the Saltmarch area so he does what he always does, he charged in.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Backstory (including how you wound up in Saltmarsh):X was once a simple juggernaught, another metal component in the machine of war. He was a powerful brute fighter that could learn and retain much battlefield knowledge, but eventually as wars do, it ended, and X no longer had a true reason for who he was, he know romes the land seeking a new reason to carry on and understand human society
Ability Scores Standard Array Ability scores: 131612141014
Rollback Post to RevisionRollBack
Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Beric Blackhand will be the first to tell you that he was born on the open seas. In a storm. During a naval battle. While being attacked by Sahuagin. Once Captain of a fine sailing vessel named The Kraken, Captain Blackhand and his crew were the scourge of the known Seas. After a run of bad luck however, the Pirate lost his ship in a hand of cards and has fallen on hard times since. He now sells his services to the highest bidder, in hopes of finding a wealthy employer in need of an experienced sailor and privateer.
After a week of excessively heavy drinking, Captain Blackhand now finds himself in Saltmarsh. Not entirely sure how he ended up here, he falls into his old routine and seeks out the next ship that will serve as his new temporary home.
Backstory (including how you wound up in Saltmarsh): The scion of a moderately powerful noble family in Waterdeep, Rellynn was always somewhat of a disappointment to her father. Her draconic heritage was a disgrace, he said, and the scales that covered parts of her face, arms, and legs made her an outcast in the court. She grew up under his oppressive disapproval, striving to find a way to fit in with others and to earn her father's acceptance. Because of this, absolutely no one was surprised to hear that she was the first of her family to volunteer to oversee family operations in Saltmarsh. With little choice, her father consented to let her go to the city, although he trusted her with very little of the actual day-to-day operations in the area. Bored and frustrated, Rellynn has turned to adventuring to attempt to finally prove herself.
Urchin. Chasing Hymnal, born Four Winds Howl, rechristened himself when he learned that his clan’s treasure, an enchanted tome with endless pages called the Hymnal, had been stolen. The Hymnal contains every bardic composition, old and new, ever created by the Singing Horizon clan, and that is why the failed and jealous playwright Beck de Corbin absconded with it and used its contents to relaunch his nonexistent career to great acclaim. There is no theft greater than the theft of another's creation, so Hymnal has dedicated his life to finding de Corbin and taking his namesake back for the sake of his clan. Despite his young age, Hymnal has managed to eke out a frugal existence on the road these past few years by scrounging with urchins and performing at taverns in exchange for food and a place to stay, all the while patiently keeping an ear out for the name de Corbin, and always eager for new sights, new friends, and new knowledge.
Hymnal's travels have brought him to the hamlet of Saltmarsh, where he hopes to barter his services for passage aboard a ship--not for the first time--that can take him somewhere perhaps a tad more cosmopolitan.
Didn't have a good catch? Did a storm came into your way while travelling through the calm seas? Does your firstborn child swim like a rock? Hell! You chocked eating seafood? Should've paid tribute to the ***** Queen. Arannis will likely knock on any poor seafarer's home who had an unfortunate circumstance and blame it on his/her lack of offerings to Umberlee, the Queen of Depths. Most of the times she'll just straight up drown you but she's benevolent enough to send Arannis as her harbinger to remind you of your lack of tribute.
One time he was a little too convincing. A young and zealous Sahuagin Priestess knocked on his door at midnight, proclaiming that in her prophetic dreams a depth-dwelling harbinger of Umberlee shall be her foundation in spreading her faith throughout the seas that shall pave the way to the destruction of elven society. Arannis decided to 'celebrate' their fateful meeting with a copious amount of ale. Leaving her intoxicated, he went far away as he can, eventually stumbling to Saltmarsh, still bringing 'redemption' right at the coastal dweller's doorstep.
Backstory: Keric was a long time navigator for hire out of Waterdeep. He crewed many vessels before taking a ship bound for the Azure sea. It was on that voyage that his ship came under a heavy storm, wrecking the vessel and causing him to wash up at the docks of Saltmarsh, the only surviving member of that crew. He devoted himself to Umberlee and her destructive aspect and has spent the last year offering benedictions to her on behalf of all seafaring folk who would ask --be they smugglers, fisherman, or pirates.
Backstory: Raised in Luskan by sailing merchants, Gad quickly learn the art of handling boats and picked up skill at weaving and tailoring at ports of call across the many lands the ships stopped. His craft is well known and in demand. Many a ships Captain has sought him out for new digs. He came to Salt Marsh to find new contacts and collect certain specialty items for his other, less legal speciality.
Nature can take many forms and can be a great many things to a wide variety of different creatures in the world. Whether it be a eagle finding its perch and a home on a high mountaintop or a fish finding food for the day alongside its school in the depths of the ocean.
This fascination has led adventurers of all shapes, sizes and backgrounds all over the world, leading to numerous discoveries, adventures, and stories to be told far and wide. Yes, as nature itself is ever changing and so is the curiosity about it.
There are some things however that nature cannot simply account for in the everyday cycle that does become the world. The first thing is those whose nature leads them into the elements themselves for vast amounts of time to seek knowledge and refuge within these lands. The second.....is someone with the inherent ability to control these elements to levels almost unheard of.
Enter a curious character named Shaul, an earth genasi who has grown up in the wilds after being left there by his caretakers and has always had a special connection with nature, far greater than he could ever imagine. This comes from not only him living in areas of the forest such as caves and high up in trees for extended periods of time and genasi DO have the ability to control elements of which they are born into and Shaul CAN control the elements around him to pass without a trace...... but Shaul's ability to create a whip made out of water through his own inherent power was certainly a surprise to many....especially Shaul himself. The whip itself looking as though it is a long, condensed, controlled tornado of water in a rough storm is quite the gift and Shaul is very aware of that. Though it may have been fairly rare, a few would eventually experience this phenomenon up close.
Shaul first discovered this when he was young and just happened to be near a stream of water and began to wash his face. As he stuck his hand in, the water shaped and formed in a whip after becoming a constant whirl and finally being able to be controlled in Shaul's hand. As you would imagine, a young Shaul was terrified by this at first as he assumed that the water would hurt him but then he realized....nothing was happening to him. He attempted to use it and while not perfect, he was able to realize what it was and what he could do.....this was a way to at the very least, possibly even defend himself. Also....that nature was his friend...not his enemy. Overtime, Shaul would have similar experiences with the elements of thunder, earth, wind, and fire.
You see, nature has taught Shaul a great many things from him observing activities within the forest over his life which is why he has a lesson for every situation. One of those things is that nature should be preserved and given that he has only grown up in the forest, it has been his guide and home for so long, and that Shaul puts no emphasis nor care on the constructs of cities, wealthy people or well mannered folks and structured societies, he would quickly see himself become an observer of the lands around him and (at times) a protector of these lands.
With his gained observational nature from living in the forest, he would always keep an eye on the forest itself but also those who would pass through it. Those without ill intent toward the forest would be of no issue but he did pick up some fighting skills from seeing travelers train with one another and occasionally fight a group of goblins. Since Shaul had so much time on his hands, he was able to practice these techniques often and would be able to use some of these techniques against those who would mean to harm the forest. Unfortunately, the next time he went to use the water whip he had once used to keep him safe no longer returned to him. He had the same experiences with all of the other elements he had been able to control during separate experiences and using the elements in various ways, being able to use them for a time but then the power not returning for some reason. He could still feel the power within him, but it could not be used again for the time it seemed, he would try again and again day after day but to no avail. He was only left to consider why nature was testing him in this way and to ponder how to regain such power.
However, through the use of the practiced fighting skills Shaul had learned over time, he was able to stop the occasional groups of poachers, those who destroyed the forest for fun with things such as forest fires, those who would unknowingly destroy the places where Shaul lived or would visit, and a few others (all of these usually done through intimidation of his figure or a surprise attack of his boomerang and his ability to pass without a trace). He would never intend to kill but the elements has taught Shaul that only the strongest survive which meant that he could never let nature be the weak one. This is also why you will not see Shaul jumping in to save anyone who cannot save themselves. This is what he has been taught by the natural world, the strong survive and the weak perish. He would approach enemies and travelers only if absolutely necessary. Again, this would not happen too often and those hurting the forest would often times run in fear before they ever would know that Shaul was there and before combat had started.
Unfortunately, the area that Shaul had come to know as home could only teach him so much about his latent powers. With no mentor or caretaker to speak of, it appears that Shaul is his only current guide at his now more grown up age in his search for answers to his mysterious past. He is now having to do something very difficult for any being, he has to leave the home he has known for his life and go and see other parts of the world. He needs to find the source of his power and all that he can do. Are there others like him? Can they control ALL of the elements? Does he have any family that he has never known of? What will he find in his search? allies? enemies? betrayal? understanding?.... Whatever the answers to the questions may be, with the elements and the natural world seemingly on his side, his wits and wisdom about him to be his guide, and his ability to fight to some level... he now finds himself in saltmarsh and one thing is for certain........ adventure awaits.
This post has potentially manipulated dice roll results.
Character name: Cigano
Race: Goliath
Class: Druid
Backstory (including how you wound up in Saltmarsh): Cigano was the gameskeeper of the Thundertree Herd, a position he inherited from his father. After his dad was killed by poachers, Cigano took up his club and shield and took his revenge. This caused him to go into exile from his herd. He later came to a small village where his worked at a small nature reserve owned by a local family. More poachers came and tried to take animals. Cigano aided the town druid in apprehending the poachers. After the incident, Cigano learned druidic magic. He came to Saltmarsh on business for the druid, specifically about a rumored animal who is terrorizing the community.
Meet Reginald of Neverwinter, a half-elven Paladin (with abilities rolled in the original post, although it looks like a standard array would be an upgrade).
Reginald is a good temple guard. Okay, a good city guard. Well, maybe not so great...a bit clumsy and not so bright, Reginald gets bored easily and finds his way into trouble more often than most...thus, the multiple changes of careers. And so it was with the last transgression--the captain of the watch saw all the pranksters, but only caught up with Reggie, who couldn't be stealthy if his life depended on it.
Thinking of it as a new opportunity, Reginald heads down the coast to the small fishing village of Saltmarsh, on a "detached duty assignment" to help the populace in any way possible and so bring honor and goodwill to the city of Neverwinter. Was he assigned to protect these others along the road, or did he just happen to be travelling at the same time in the same direction and join up for safety in numbers?
A square-jawed, handsome man encased in heavy armor he rarely removes, Reginald is a simple man. Obviously from a military background, he moves with purpose if not grace, and the cloak on his shoulders bears the emblem of the city of Neverwinter. A sturdy backpack and well-worn shield and sword mark him as a travelling warrior, but give no further clue to his past.
Backstory (including how you wound up in Saltmarsh):
Ability scores (rolled or just put standard if you are taking standard array):
As for backstory, well -> Total silliness to be completely reliant upon the sea for sustenance. So, yes, Olfine is a hunter from a fishing village. Plenty of game big and small to be had in the marshes, of course, and lots of greens for roughage. As Fin has come into his own he has taken to bringing in a goodly sized animal from the marsh for any of the fishermen if they have a poor catch in any given week. And he has never backed down from a bully. Good thing he is quick on his feet with his head.
edit ->o,yes, favoured terrain and favoured enemies
Character name: Faezira Race: Half-Elf Class: Tempest Cleric Backstory (including how you wound up in Saltmarsh): Faezira, one with the storm, originally a sailor, would often use her knowledge of nature to guide ships past storms. Eventually, Faezira found standard life of a sailor distasteful dealing with cargoing for rich lords and eventually found herself more in line with the life of a robin hood-esque pirate.
Hello all!
Let's run a Ghosts of Saltmarsh campaign. I enjoy the nautical themes of this adventure so lets have a good time with it. The adventure will begin at level 1 with characters just coming in to Saltmarsh as a group. When creating a character you can roll for stats (with the dice roller application) or use standard array, just state which in the application.
Please fill out the following application.
Character name:
Race:
Class:
Backstory (including how you wound up in Saltmarsh):
Ability scores (rolled or just put standard if you are taking standard array):
Ghosts of Saltmarsh - DM
Ability scores: 16 16 10 18 9 14
name: Elias
race: Wood Elf
class: Ranger
Background: Folk Hero
Backstory: While on patrol of the Northern area of his section of the Elvin woods a group of raiders over ran his village from the south.The raid killed many and most of the women and children were taken away-including his family. Elias has sworn to find his family and exact vengeance on the raiders. He has been tracking them and in the process has been led to Saltmarsh to search for clues.
Character name: Wrex
Race: Half-Orc
Class: Barbarian
Backstory (including how you wound up in Saltmarsh): Son of Orc Warchief and human, Wrex was raised among Orcs under his father's protection until his nucle started a civil war within the tribe, AFter years of fighting, Wrex was simply last one standing. Without a home let alone a family, Wrex wanders the country, seeking a glorious death. He has heard rumors concerning the Saltmarch area so he does what he always does, he charged in.
Ability scores:
7 10 8 13 18 14Standard ArrayKirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneStandard Array
https://www.dndbeyond.com/profile/Stormbringer4729/characters/17169998
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Character name:Juggernought model X 17, aka X
Race:warforged
Class:fighter
Backstory (including how you wound up in Saltmarsh):X was once a simple juggernaught, another metal component in the machine of war. He was a powerful brute fighter that could learn and retain much battlefield knowledge, but eventually as wars do, it ended, and X no longer had a true reason for who he was, he know romes the land seeking a new reason to carry on and understand human society
Ability Scores Standard Array
Ability scores: 13 16 12 14 10 14
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Ability scores: 9 15 16 13 11 13
*Keeping Rolls - Tempted to change him to a regular Human, just to even out all those odd numbered rolls. lol
Name: Captain Beric Blackhand (Sheet)
Race: Human (Variant)
Feat: Dual Wielder
Class: Rogue (Swashbuckler)
Background: Pirate
Backstory:
Beric Blackhand will be the first to tell you that he was born on the open seas. In a storm. During a naval battle. While being attacked by Sahuagin. Once Captain of a fine sailing vessel named The Kraken, Captain Blackhand and his crew were the scourge of the known Seas. After a run of bad luck however, the Pirate lost his ship in a hand of cards and has fallen on hard times since. He now sells his services to the highest bidder, in hopes of finding a wealthy employer in need of an experienced sailor and privateer.
After a week of excessively heavy drinking, Captain Blackhand now finds himself in Saltmarsh. Not entirely sure how he ended up here, he falls into his old routine and seeks out the next ship that will serve as his new temporary home.
"Not all those who wander are lost." - J.R.R. Tolkien
Character name: Rellynn Eildorn
Race: Half Elf
Class: Sorcerer (Draconic Ancestry)
Backstory (including how you wound up in Saltmarsh): The scion of a moderately powerful noble family in Waterdeep, Rellynn was always somewhat of a disappointment to her father. Her draconic heritage was a disgrace, he said, and the scales that covered parts of her face, arms, and legs made her an outcast in the court. She grew up under his oppressive disapproval, striving to find a way to fit in with others and to earn her father's acceptance. Because of this, absolutely no one was surprised to hear that she was the first of her family to volunteer to oversee family operations in Saltmarsh. With little choice, her father consented to let her go to the city, although he trusted her with very little of the actual day-to-day operations in the area. Bored and frustrated, Rellynn has turned to adventuring to attempt to finally prove herself.
Ability scores: 10 13 14 14 13 12
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Chasing Hymnal - CG Tabaxi Bard
Ability Scores (Standard Array w/ Racial Bonuses):
Str. - 8
Dex. - 16
Con. - 13
Int. - 12
Wis. - 10
Cha. - 16
Background:
Urchin. Chasing Hymnal, born Four Winds Howl, rechristened himself when he learned that his clan’s treasure, an enchanted tome with endless pages called the Hymnal, had been stolen. The Hymnal contains every bardic composition, old and new, ever created by the Singing Horizon clan, and that is why the failed and jealous playwright Beck de Corbin absconded with it and used its contents to relaunch his nonexistent career to great acclaim. There is no theft greater than the theft of another's creation, so Hymnal has dedicated his life to finding de Corbin and taking his namesake back for the sake of his clan. Despite his young age, Hymnal has managed to eke out a frugal existence on the road these past few years by scrounging with urchins and performing at taverns in exchange for food and a place to stay, all the while patiently keeping an ear out for the name de Corbin, and always eager for new sights, new friends, and new knowledge.
Hymnal's travels have brought him to the hamlet of Saltmarsh, where he hopes to barter his services for passage aboard a ship--not for the first time--that can take him somewhere perhaps a tad more cosmopolitan.
Chasing Hymnal - Tabaxi Bard - The Tale of the Pumpkin King
Enzo the Nightmaw - Human Blood Hunter, Order of the Lycan
"Dovie'andi se tovya sagain."
Ability scores: 8 11 14 11 10 12
Ability scores: 14 12 12 13 16 7
Didn't have a good catch? Did a storm came into your way while travelling through the calm seas? Does your firstborn child swim like a rock? Hell! You chocked eating seafood? Should've paid tribute to the ***** Queen. Arannis will likely knock on any poor seafarer's home who had an unfortunate circumstance and blame it on his/her lack of offerings to Umberlee, the Queen of Depths. Most of the times she'll just straight up drown you but she's benevolent enough to send Arannis as her harbinger to remind you of your lack of tribute.
One time he was a little too convincing. A young and zealous Sahuagin Priestess knocked on his door at midnight, proclaiming that in her prophetic dreams a depth-dwelling harbinger of Umberlee shall be her foundation in spreading her faith throughout the seas that shall pave the way to the destruction of elven society. Arannis decided to 'celebrate' their fateful meeting with a copious amount of ale. Leaving her intoxicated, he went far away as he can, eventually stumbling to Saltmarsh, still bringing 'redemption' right at the coastal dweller's doorstep.
Ability scores: 13 15 8 13 8 13
Name: Gad Zooks
Race: Gnome
Class:Rogue- Sailor Tailor
Backstory: Raised in Luskan by sailing merchants, Gad quickly learn the art of handling boats and picked up skill at weaving and tailoring at ports of call across the many lands the ships stopped. His craft is well known and in demand. Many a ships Captain has sought him out for new digs. He came to Salt Marsh to find new contacts and collect certain specialty items for his other, less legal speciality.
His ability scores are via standard array
Character Name: Shaul
Race: Earth Genasi
Class: Monk
Ability scores: 13 10 13 15 9 15
Backstory:
Nature can take many forms and can be a great many things to a wide variety of different creatures in the world. Whether it be a eagle finding its perch and a home on a high mountaintop or a fish finding food for the day alongside its school in the depths of the ocean.
This fascination has led adventurers of all shapes, sizes and backgrounds all over the world, leading to numerous discoveries, adventures, and stories to be told far and wide. Yes, as nature itself is ever changing and so is the curiosity about it.
There are some things however that nature cannot simply account for in the everyday cycle that does become the world. The first thing is those whose nature leads them into the elements themselves for vast amounts of time to seek knowledge and refuge within these lands. The second.....is someone with the inherent ability to control these elements to levels almost unheard of.
Enter a curious character named Shaul, an earth genasi who has grown up in the wilds after being left there by his caretakers and has always had a special connection with nature, far greater than he could ever imagine. This comes from not only him living in areas of the forest such as caves and high up in trees for extended periods of time and genasi DO have the ability to control elements of which they are born into and Shaul CAN control the elements around him to pass without a trace...... but Shaul's ability to create a whip made out of water through his own inherent power was certainly a surprise to many....especially Shaul himself. The whip itself looking as though it is a long, condensed, controlled tornado of water in a rough storm is quite the gift and Shaul is very aware of that. Though it may have been fairly rare, a few would eventually experience this phenomenon up close.
Shaul first discovered this when he was young and just happened to be near a stream of water and began to wash his face. As he stuck his hand in, the water shaped and formed in a whip after becoming a constant whirl and finally being able to be controlled in Shaul's hand. As you would imagine, a young Shaul was terrified by this at first as he assumed that the water would hurt him but then he realized....nothing was happening to him. He attempted to use it and while not perfect, he was able to realize what it was and what he could do.....this was a way to at the very least, possibly even defend himself. Also....that nature was his friend...not his enemy. Overtime, Shaul would have similar experiences with the elements of thunder, earth, wind, and fire.
You see, nature has taught Shaul a great many things from him observing activities within the forest over his life which is why he has a lesson for every situation. One of those things is that nature should be preserved and given that he has only grown up in the forest, it has been his guide and home for so long, and that Shaul puts no emphasis nor care on the constructs of cities, wealthy people or well mannered folks and structured societies, he would quickly see himself become an observer of the lands around him and (at times) a protector of these lands.
With his gained observational nature from living in the forest, he would always keep an eye on the forest itself but also those who would pass through it. Those without ill intent toward the forest would be of no issue but he did pick up some fighting skills from seeing travelers train with one another and occasionally fight a group of goblins. Since Shaul had so much time on his hands, he was able to practice these techniques often and would be able to use some of these techniques against those who would mean to harm the forest. Unfortunately, the next time he went to use the water whip he had once used to keep him safe no longer returned to him. He had the same experiences with all of the other elements he had been able to control during separate experiences and using the elements in various ways, being able to use them for a time but then the power not returning for some reason. He could still feel the power within him, but it could not be used again for the time it seemed, he would try again and again day after day but to no avail. He was only left to consider why nature was testing him in this way and to ponder how to regain such power.
However, through the use of the practiced fighting skills Shaul had learned over time, he was able to stop the occasional groups of poachers, those who destroyed the forest for fun with things such as forest fires, those who would unknowingly destroy the places where Shaul lived or would visit, and a few others (all of these usually done through intimidation of his figure or a surprise attack of his boomerang and his ability to pass without a trace). He would never intend to kill but the elements has taught Shaul that only the strongest survive which meant that he could never let nature be the weak one. This is also why you will not see Shaul jumping in to save anyone who cannot save themselves. This is what he has been taught by the natural world, the strong survive and the weak perish. He would approach enemies and travelers only if absolutely necessary. Again, this would not happen too often and those hurting the forest would often times run in fear before they ever would know that Shaul was there and before combat had started.
Unfortunately, the area that Shaul had come to know as home could only teach him so much about his latent powers. With no mentor or caretaker to speak of, it appears that Shaul is his only current guide at his now more grown up age in his search for answers to his mysterious past. He is now having to do something very difficult for any being, he has to leave the home he has known for his life and go and see other parts of the world. He needs to find the source of his power and all that he can do. Are there others like him? Can they control ALL of the elements? Does he have any family that he has never known of? What will he find in his search? allies? enemies? betrayal? understanding?.... Whatever the answers to the questions may be, with the elements and the natural world seemingly on his side, his wits and wisdom about him to be his guide, and his ability to fight to some level... he now finds himself in saltmarsh and one thing is for certain........ adventure awaits.
Kryptikk81, nice to see you running another game. Let me see what the dice have in store for me...
Ability scores: 14 14 11 13 11 11
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Character name: Cigano
Race: Goliath
Class: Druid
Backstory (including how you wound up in Saltmarsh): Cigano was the gameskeeper of the Thundertree Herd, a position he inherited from his father. After his dad was killed by poachers, Cigano took up his club and shield and took his revenge. This caused him to go into exile from his herd. He later came to a small village where his worked at a small nature reserve owned by a local family. More poachers came and tried to take animals. Cigano aided the town druid in apprehending the poachers. After the incident, Cigano learned druidic magic. He came to Saltmarsh on business for the druid, specifically about a rumored animal who is terrorizing the community.
Ability scores: 16 12 12 9 14 14
I have an intelligence of six, I know what I'm doing.
Ability scores: 14 10 8 12 13 17character posted on next page, I used standard array instead of the above
Meet Reginald of Neverwinter, a half-elven Paladin (with abilities rolled in the original post, although it looks like a standard array would be an upgrade).
Reginald is a good temple guard. Okay, a good city guard. Well, maybe not so great...a bit clumsy and not so bright, Reginald gets bored easily and finds his way into trouble more often than most...thus, the multiple changes of careers. And so it was with the last transgression--the captain of the watch saw all the pranksters, but only caught up with Reggie, who couldn't be stealthy if his life depended on it.
Thinking of it as a new opportunity, Reginald heads down the coast to the small fishing village of Saltmarsh, on a "detached duty assignment" to help the populace in any way possible and so bring honor and goodwill to the city of Neverwinter. Was he assigned to protect these others along the road, or did he just happen to be travelling at the same time in the same direction and join up for safety in numbers?
A square-jawed, handsome man encased in heavy armor he rarely removes, Reginald is a simple man. Obviously from a military background, he moves with purpose if not grace, and the cloak on his shoulders bears the emblem of the city of Neverwinter. A sturdy backpack and well-worn shield and sword mark him as a travelling warrior, but give no further clue to his past.
Backstory (including how you wound up in Saltmarsh):
Ability scores (rolled or just put standard if you are taking standard array):
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
me, please
https://ddb.ac/characters/17186532/YjrROj
Olfine, half elf ranger from Saltmarsh
standard array, the 10 went into strength
As for backstory, well -> Total silliness to be completely reliant upon the sea for sustenance. So, yes, Olfine is a hunter from a fishing village. Plenty of game big and small to be had in the marshes, of course, and lots of greens for roughage. As Fin has come into his own he has taken to bringing in a goodly sized animal from the marsh for any of the fishermen if they have a poor catch in any given week. And he has never backed down from a bully. Good thing he is quick on his feet with his head.
edit ->o,yes, favoured terrain and favoured enemies
Ability scores: 14 10 17 16 17 14
https://www.dndbeyond.com/profile/YoFizz/characters/17207306
Character name: Faezira
Race: Half-Elf
Class: Tempest Cleric
Backstory (including how you wound up in Saltmarsh): Faezira, one with the storm, originally a sailor, would often use her knowledge of nature to guide ships past storms. Eventually, Faezira found standard life of a sailor distasteful dealing with cargoing for rich lords and eventually found herself more in line with the life of a robin hood-esque pirate.
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen