Arina'lok, the fount of magic, wonder, and the source of the Militocracy's power. As the hub of civilization and the largest, oldest, standing city to date it is no wonder that there is a longstanding history to the place. Older than even the Elves, older than known Fey creatures of the Feywild, there is much mystery surrounding Arina'lok and the continent on which she resides.
Many are drawn to the city itself for their own reasons. Adventure, change, chaos, safe harbor...whatever the reason for the visit it always ends in the inevitable--something, somewhere, sets a group on and adventure. Many don't survive, and many more still leave the path unsuccessful. Those that do however succeed in the path Arina'lok has seen fit to give them, well, that's where history is made.
Are you up to the challenge?
About
This campaign is a Homebrew story pulling from D&D Lore and Content to build a unique world, unique dynamics, and unique conflicts. The narrative starts in Arina'lok the fount of culture, cultivator of magic, center of goods trading, and home to some of the longest, bloodiest, history around. For whatever reason of your own you have arrived in this city through one of it's many gates, or even through the Port.
This campaign is being run in one respect over on Roll20 with 6 current players. However I wanted to see how another set of players would fare, especially as a good majority of the narrative is actually built around individual narratives of the players themselves. This isn't a campaign that is straight hack and slash, murder frenzy. There is intrigue, politics, and all the good that comes from a world of conflict. Player backstories make their way into the overarching storyline of Arina'lok and the continent upon which it resides, too. In fact they partake most of the story itself, having the campaign narrative wrap around individual narratives. In this respect with each playthrough, with each different character, the story changes....
Recruitment & Rules
As this is a Homebrew game I do accept Homebrew races, classes, backgrounds, and yes even spells if you so wish. All Homebrew content must be discussed with me for determination. This isn't to deny you your Homebrew design, but to tweak things so that they are more balanced if need be. The whole process is primarily a give and take, and ultimately once we've come to an agreement you can play what you wish. The whole point of it is to ensure something like a Monster creature interacting with normal races can work. A Fey creature, stuck in the Material Plane? What effect does this have on the being, how does it interact with people, how can it survive in a place so very different from its own. Is it rejected, accepted, or looked on in confusion because it shouldn't be here?Situations like that.
When you submit a character for review please include all basic information about that character.
Name
Race / Class
Background / Trinket (yes, it is important!)
Narrative Background [Bare Bones]
Homebrew details [if applicable]
Any additional information you think I might need
Your stats, your equipment, your skills -- all of that can come later. I don't need to know that information from the get go to determine if you're in or not.
Once Accepted
Upon being informed that your character, your characters concept, and so on and so forth is accepted we can get into the nitty gritty of the creation. First things first I don't strictly follow Adventure League Rules. This means that while I know the 27 point buy system is the preferred official system, I'm flexible. If you want your character to point buy, then follow the 27 point buy system. If not, feel free to roll for your stats instead. Or use a pre-existing set statblock provided by Wizards of the Coast for easy character creation. You all know what I'm talking about right?
If there is a majority consensus among the player group for one system over the other, we'll use that one system instead. That means if the majority would rather point buy, we'll point buy, so on and so forth. I do want to keep the character creation rather equal after all. I will admit while the dice system is...easier, the point buy system tends to be a bit more...challenging. So it all depends on what the players want, and I'll roll with that.
After determining how you want to run your stats, create your character sheet. I know right now there is no availability to share sheets on the site, that's fine. If you could send me a link to an offsite copy so that I can have a copy of your sheet myself to keep an eye on, I'd greatly appreciate it.
This is also the point where I'll want you to inform me of the full package of your characters narrative background. Take your bare bones explanation above, expand upon it, and dazzle me. You don't need to write a novel, but brevity will ultimately leave me questioning details on your character. I'll nudge here and there, ask questions, poke and prode if I feel that I need additional information, so don't feel like you have to write several long and intricate paragraphs. The devil is in the details after all, you know? And I get that sometimes we can't push all the details out at once.
About the DM
I go by Ace, nice to meet you. I'm 28 years old writer, geek, and all around spastic dork heading into school to be a veterinary technician. I've played as a player in several games, and used to DM one game within my family back in the days of 3.5 and teenagerdom. I got back into D&D a year ago and decided to create my own homebrew campaign, heavily inspired and motivated by Critical Role. Currently I'm running one game, and I hope to run another face-to-face although with my upcoming schedule of work, and then full time school, that'll probably not happen for a good three years or so.
So I return, once more, to PbP. I ran a homebrew--complete homebrew, including game mechanics, dice, and so forth--when I was 23-24 that lasted several years and eventually petered out into nothing. It had over 12 players and was a PbP game, highly ambitious, and it is no wonder it eventually collapsed. However PbP is a mechanic I am well versed in, and when I saw that D&D Beyond set this up, with access to content, I was ecstatic. Finally I could run a campaign again that wouldn't be damaged by the fact that I have so little freetime barring the weekend and a few hours.
So, with thatsaid I decided to bring Dawning on over, and see how the dust would settle. Since I'm already well familiar with the NPC's in this world, and with the overarching narrative, I figured why not? A new set of characters, a new set of personal narratives to enjoy...well the story could easily shift around and the outcome be different, couldn't it? So here I am, recruiting. Thank you for your consideration!
When Will the Game Start?
Once I have six players. Below you will see the list of accepted players, and once I have all six of you we will begin the story itself, and delve into the narrative of Arina'lok. So with that, I end here.
Happy Adventuring! May your dice favor you.
The Party So Far...
Wilkas Tenur Half-Elf Binder | Scion of a Noble Family Ulrich Durst Half-Elf Sorcerer | Hermit Seeking Revenge Brash Hillman Human Barbarian | Formerly of the Military, now an Adventure Seeker Aquariel Mermidian Water Ganasi Fighter / Storm Sorcerer | Outlander Bishop Drexull Tiefling Life Cleric | Redeemed Cultist Lenzo Darkmast Human Monk | Inheritor...? Angelus il-Vec High Elf Wizard Necromancer | Inheritor Aelar Galanodel Wood Elf Rogue | Sailor of the High Seas
I generally like to roll 4d6k3 seven times, dropping the lowest score, but I'm fine with the more traditional 4d6k3 six times if that is the preference.
I present Wilkas Tenur
Wilkas Tenur CG Half-Elf Binder 1 HP 11 AC 15 Speed 30 Initiative +3 Perception 12 Prof. +2
STR 12 DEX 16 CON 16 INT 15 WIS 15 CHA 19 (Saving Throws: Cha & Con) Skills: Arcana +4, Deception +6, History +4, Persuasion +6
FEATURES AND TRAITS Darkvision, Elf Weapon Training, Fey Ancestry
Soul Binding Proficiencies: Light armour, simple weapons, longbow, longsword, shortsword, lyre. Languages: Common, Dwarvish, Elvish, Sylvan Equipment: Studded leather armour, shortsword, fine clothes, 2 daggers, 1gp, mysterious book Background: Noble – History, Persuasion, 1 language – Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Personality: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. My favour, once lost, is lost forever. Ideal: Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) Bond: I am in love with the heir of a family that my family despises. Flaw: I hide a truly scandalous secret that could ruin my family forever.
Backstory
Wilkas was born to the Tenur household 26 years ago. His father, who married into the family, an elf, and his mother, a human, raised him well, grooming him to be the heir of the family. However, Wilkas took more after the elven side of his heritage than his human blood, often chafing at the lack of freedom, and often running around the city when his parents believed him to be studying.
In fact, a few years ago, there was a murder on the loose in the city, a masked individual who the city watch referred to as the Alleyway Demon. This was in fact Wilkas, though he has ditched the mask, and those days are long behind him now. If it were to get out that he was the Alleyway Demon, then the Tenur family name would be ruined.
One of the reasons he gave up life as the Alleyway Demon role is that he’s found an even better way to rebel against the family – one that wouldn’t be as likely to bring about his demise, and less contrary to his morals. He fell in love with the daughter of another House, one that his family despises. Kella, a half-elf his own age, reciprocates these romantic feelings, and they’ve spent many days in each other’s company when they should be studying. Both with similar attitudes to noble life, it was hardly unforeseen by those that know both.
Unbeknownst to anyone else, Wilkas found a book at around the same time as he met Kella, which contains strange writing and within it, he found the secrets of binding vestiges, though it is written in a language he does not know.
I'm happy to go with a GOO warlock if you aren't keen on the Binder class. I generally like to roll 4d6k3 seven times, dropping the lowest score, but I'm fine with the more traditional 4d6k3 six times if that is the preference.
I looked over the Binder class and it's pretty solid, especially as you are working to fill out the Vestiges. If you prefer rolling 7 times and dropping the lowest score, we can run with that. As I said I'm flexible in this case -- although majority does rule.
I only have one question, pardon my ignorance because despite having a year to reacquire myself I'm still a bit behind, but could you clarify what FoF and EWT are? Aside from that, you are in. I'll send you a link to the campaign.
Sailor / A nightcap that, when worn, gives you pleasant dreams
Aelar was born in an elven village. When he was young, his village was slaughtered by Drow. He and his mother fled to the coast and took a ship to wherever it would take them. He found that the sea was much friendlier than he anticipated, so he and his mother became sailors. The sea became their land, the ship their home.
Hermit/72, A silver teardrop earring made from a real teardrop
Betrayed by the people who raised him, he now seeks both escape for the sake of his own life and vengeance for the sake of the loved one who's life his so-called family ended.
I'm fine with any form of ability generation personally, but dice rolling is always fun and I've never done 4d6k3 seven times before so I'll suggest that one too (against my better judgement, I might add, because I once rolled an entire array of abilities all in the 9-12 range).
-Custom Background or maybe Inheritor, trinket is pendant with a translucent gemstone in swirling blue and grey
unbeknownst to her, one of her ancestors was an air genasi storm sorcerer the trait shows up once or twice a generation she's never quite fit in, although she tried thought training as a scout/protector of her people would give her what she sought but it did not Something is stirring inside her she doesn't understand. An uncle recognizes the signs, and encourages her to seek out other relatives who left home for the same reasons
I only envision one level of fighter, then leveling only as sorcerer. If you don't want multiclassing, would a custom background that gave her proficiency in one or two specific weapons not on sorceror list work? (I'm thinking bow and trident)
I might want to reskin some spells to fit water/air theme (e.g. Lightning Lure--shift damage to cold, "rope" to water)
-Redeemed Cultist/ Trinket: A piece of crystal that faintly glows in the moonlight
-Bishop was abandoned at birth by his parents who could not stand raising a monster. A few cultists found him all alone and viewed it as a sign from their demon lord. Bishop eventually escaped the cult and join a priesthood in a search for redemption.
Carries a piece of dark coral carved into the shape of a flat, open palm; a gift from his father of unknown origin, and one of the few happy memories Lenzo has of his upbringing.
Background would be inheritor(? still tinkering); Lenzo comes from a family known for criminal activity, but rejected it in favor of an isolated life away from his family's dealings in Arina'lok. Events have forced Lenzo back to the city against his will (I'll send you those deets whenever you're ready. P.S., I'm totally flexible on them if they need to be adapted to your setting, etc).
Other than wanting to roll dice, no preference on stat generation.
This post has potentially manipulated dice roll results.
Name: Angelus il-Vec
Race / Class: High Elf Wizard (Necromancer eventually)
Background / Trinket Inheritor / A metal urn containing the ashes of a hero....
Narrative Background: Fled war into a forest, met a hermit, inherited blood magic, killed a LOT of people after going mad, cursed by The Raven Queen to become good and repentant for all his past atrocities and now is trying to become a hero to protect the weak.
Homebrew details: None. Everything is by PHB/SCAG stuff
Alignment will be good of some sort.
I'm a dice roller because that's how the 3rd edition books taught me to make ability scores and I don't like point buy or the "standard array"
If this character sounds like Angel from buffy had a baby with Vladimir from League of Legends you'd be right.
Oh geez a lot of responses here. I can easily see I've filled out my roster already so if you could ease bear with me I'll get to you all once I'm off work. Have about 4 more hours until I'm free and not stuck on a phone. Might be able to grab one of the personal computers while on lunch here
I'd like to join as an Elf Rogue. I'll get details later today
Of course! Get back to me with those details! As you posted, despite closing down recruitment I will still review your character and you still may be accepted!
Hermit/72, A silver teardrop earring made from a real teardrop
Betrayed by the people who raised him, he now seeks both escape for the sake of his own life and vengeance for the sake of the loved one who's life his so-called family ended.
I'm fine with any form of ability generation personally, but dice rolling is always fun and I've never done 4d6k3 seven times before so I'll suggest that one too (against my better judgement, I might add, because I once rolled an entire array of abilities all in the 9-12 range).
Alright! Noted down information on rolls so that's 2 for the 4d6k3 seven times so far. Ulrich is in. Please direct message me background narrative so that I have more idea where your character has come from!
*Walked away from military to seek adventure./tooth from worthy fighter.
*No preference on rolling stats
Wow, taking brevity for show! Ok. Brash is in. Please direct message me background narrative. If you don't have anything don't worry, I already have some questions to probe with in mind. Will address when off work.
-Custom Background or maybe Inheritor, trinket is pendant with a translucent gemstone in swirling blue and grey
unbeknownst to her, one of her ancestors was an air genasi storm sorcerer the trait shows up once or twice a generation she's never quite fit in, although she tried thought training as a scout/protector of her people would give her what she sought but it did not Something is stirring inside her she doesn't understand. An uncle recognizes the signs, and encourages her to seek out other relatives who left home for the same reasons
I only envision one level of fighter, then leveling only as sorcerer. If you don't want multiclassing, would a custom background that gave her proficiency in one or two specific weapons not on sorceror list work? (I'm thinking bow and trident)
I might want to reskin some spells to fit water/air theme (e.g. Lightning Lure--shift damage to cold, "rope" to water)
Multi-classing is perfectly ok! I love multi-classing :) Consider Aquariel in. Please direct message me background narrative so that I know more about Aquariel!
-Redeemed Cultist/ Trinket: A piece of crystal that faintly glows in the moonlight
-Bishop was abandoned at birth by his parents who could not stand raising a monster. A few cultists found him all alone and viewed it as a sign from their demon lord. Bishop eventually escaped the cult and join a priesthood in a search for redemption.
-I have no preference for stat generation.
Bishop is in! Tiefling Cleric, how interesting! Please direct message me background narrative so I know where he is coming from!
Carries a piece of dark coral carved into the shape of a flat, open palm; a gift from his father of unknown origin, and one of the few happy memories Lenzo has of his upbringing.
Background would be inheritor(? still tinkering); Lenzo comes from a family known for criminal activity, but rejected it in favor of an isolated life away from his family's dealings in Arina'lok. Events have forced Lenzo back to the city against his will (I'll send you those deets whenever you're ready. P.S., I'm totally flexible on them if they need to be adapted to your setting, etc).
Other than wanting to roll dice, no preference on stat generation.
The Way of Open Hand is sooooo op I love it. Consider Lenzo in. Please send me those details in a direct message and we can discuss things further.
Race / Class: High Elf Wizard (Necromancer eventually)
Background / Trinket Inheritor / What's a trinket?
Narrative Background: Fled war into a forest, met a hermit, inherited blood magic, killed a LOT of people after going mad, cursed by The Raven Queen to become good and repentant for all his past atrocities and now is trying to become a hero to protect the weak.
Homebrew details: None. Everything is by PHB/SCAG stuff
Alignment will be good of some sort.
I'm a dice roller because that's how the 3rd edition books taught me to make ability scores and I don't like point buy or the "standard array"
If this character sounds like Angel from buffy had a baby with Vladimir from League of Legends you'd be right.
Haha, perfect. Consider Angelus in. A trinket is a d100 table in the phb. You make a dice roll (or choose yourself if you wish) and whatever that roll matches to on the table is your trinket.
Honestly point buy and standard array bother me too. I prefer the rolling (2e to 3.5e trained initially myself, lol)
With this, recruitment is closed. Once I have all the information I need we can begin!
Edited my original post with details. I also enjoy 4d6k3, but point buy also works. Point buy tends to keep characters from getting super OP, in my opinion
Sailor / A nightcap that, when worn, gives you pleasant dreams
Aelar was born in an elven village. When he was young, his village was slaughtered by Drow. He and his mother fled to the coast and took a ship to wherever it would take them. He found that the sea was much friendlier than he anticipated, so he and his mother became sailors. The sea became their land, the ship their home.
Welcome to the game! Aelar is in. Please direct message me your background narrative. We are doing 4d6k3 7 drop lowest as per majority. I know it makes this a little op, but that also has the chance to make things...very interesting. OP characters run against some...op enemies, shall we say?
After determining how you want to run your stats, create your character sheet. I know right now there is no availability to share sheets on the site, that's fine. If you could send me a link to an offsite copy so that I can have a copy of your sheet myself to keep an eye on, I'd greatly appreciate it.
Well, for those of us who aren't using homebrew or UA classes, you could create a "campaign" on DDB and send us the link. That would let you see our sheets, but not, I think let us see each other's, and it doesn't help with Wilkas or Ulrich.
BTW, I'm fine with 4d6k3, either six rolls or 7 and drop lowest. Working on backstory narrative now....
Just saw the poll at top about starting equipment; Not sure how to answer, as I had planned to ask permission to deviate slightly from standard starting equipment. I don't think my planned changes affect balance or wealth assumptions; I haven't run the numbers to see if the setup I wanted is doable with "class wealth."
So, to note, we have 8 players now. I am reiterating that I do need your narrative backgrounds but we can start the game even with your bare bones details. The nitty gritty we can discuss over time -- but please get them to me sooner rather than later if you can. As a note you are right now level one. I'm putting up a poll in regards to if you want to have the initial class items offered, or to go through starting wealth and purchase the items you wish to have. Majority, again, will put how we start this out.
Despite all that I'll be again putting up that starting post. Please be aware that even if you are an Arina'lok native, you have been out of the city for whatever reason. It...makes it easier on me.
Actually...I'll just...put it under here ><
...ignore the second poll...trying to figure out how to delete it.
As you step into the city proper you can see the gleaming, twisting spires that gives Arina'lok it's name. To the majority the city is known simply as The Crystal Spire, and it certainly lives up to it. Smack in the center and visible from each point of entry are the colleges, founts and focuses of magic that draw the eye and the attention. The air practically breathes it, and it's no wonder how the city has lasted so long. The rest of the city tries to follow in its example. Where the colleges and the seat of power for the Military are housed at the city center, with the nobles mansions surrounding even that, circling out wider and wider into markets, rich houses, to poorer neighborhoods, slums, and off toward the Port of town--it is obvious not all of The Crystal Spire has stood strong against the test of time. There are walls that have crumbled and been re-purposed, groves in the cobblestone streets and muck that probably denoted a very different housing structure. Anything well beyond the center of the city is more rough hewn, recent type of structures and this includes most of the points of business as well.
Each of you enter into the city itself in your own manner, your own way...your own gate.
Aelar Galanodel
Your ship has taken port within the southernmost section of Arina'lok known simply as Polale. Polale is a bustling port filled mostly with merchant ships. You can see deckhands moving about, unloading goods and reloading goods. There are easements that house shadows despite the glittering light. From this angle the Crystal Spire practically shines like a second sun, almost blinding in its intensity. It is, thankfully, rather small in comparison even though it towers over the remaining buildings. You can for the most part ignore it.
The sound of the sea and the sound of the port assaults you as you arrive in. Shouting, loud thunks and thuds of work, the distant clang of metal--presumably a blacksmith nearby, given the amount of metal. You appear nearest to some of the market districts within the city itself given the easy movement of merchant goods. The docks are wet with the sea spray, you can hear bells tolling as new ships come in, and others depart. Past the docks and the scent of the ocean the ground is a bit muddied that eventually leads off into smooth cobblestone.
Aquariel Mermidian
You arrive by ship to the port within the westernmost section of Arina'lok, known as Belnal. Belnal is less of a bustling port of goods and services and more of a port of travel. You can see the fashionably dressed staying close to the north side of the port, boarding boats that practically gleam unnaturally to your eyes. To the south the boats are rickety, worn down, and those of a possible peasant class show tickets or papers and board. Just as many you see boarding you see departing--the port is ever moving wave of people. The ground is clean, aside from the slick wooden docks from the sea's spray. The wood moves quickly into cobblestone that shimmers a little from rough waves, but quickly dries further in. The whole port is lit and the murmurs of people talking easily catch your attention.
Here the Crystal Spire is not so bright, not so burning in its intensity. Instead it shimmers, the sun creating arches of rainbows off into the sky and over the sea. It is a beautiful sight and, perhaps, the reason why the port of travel is placed at Belnal. You can hear the boat beneath you rock into place, the wood creaking and groaning--it is an older ship, a little weathered with age, but she still runs strong you can tell--as the deckhands move to dock her into place. Down on the decks you hear the masters of port calling out, checking of lists as people rush around to unload boxes and bags of possessions. Bells toll, the sign of a ship leaving port. Another tolls in the opposite direction--a ship arriving. A bell sounds, rung by a master of port, as the deckhands toss the mooring ropes over the edge of the rails.
Brash Hillman & Wilkas Tenur
Before you rises the gate Taioslor, the northenmost entrance into Arina'lok. You can see pouring above her, a brilliant diamond, the Crystal Spire off toward the center of the city. It is closer to you, Taioslor being the entry point that most of the Military and Nobles use. The walls are well maintained stone, the gate itself freshly oiled for the hinges, the iron treated against rust. The guards post is ever alert and greets each person to reach the gate with the vaunted politeness a noble would prefer. The rough road easily begins to smooth off the closer to the gate you reach. The yellowed grass of the plains and coastline around you shift to well maintained plants and trees--rose bushes that smell sweet, waft through the air, and put the richly dressed at ease.
It is in some respects a comforting sight to those who seek decadence, and the chance for military advantage with the manner the plants are posted. Brash you can tell that there are at least three Druids patrolling along the walls, dressed in tough leather and marked as members of the guard. The trees provide excellent cover if the need ever comes.
There is a sound, a bit of a commotion at the front of the gate. You can see a richly dressed man in scale and plate, with the mark of a House upon its breast, and details that show him to be a part of the Military. His hair is long, blond, and frames his face. He has an ethereal beauty to him. Accompanying him are four guardsmen, and another two are bowing in salute.
Angelus il-Vec
Before you stands the gate of Angos'lor, the north eastern entrance into Arina'lok. The Crystal Spire shines down upon you like a beacon of hope. The very magic in the air seems to bring a sense of peace, a sense of tranquility. The road is a bit rough and tumble, and there cobblestone it melds into less well taken care of. There are plants that are meticulously maintained and the grass here a bit greener--although it fades to a more yellow hue the further out into the plains it goes. The earth is harder, but nowhere near as rocky. The stonework of the wall and the gate sturdy, well-kept and strong.
You walk among merchant wagons and the richer folk who prefer to enter into the city here. This is the upper part of the city, a district that caters to the more wealthy who don't wish to live within the center of the Spire. It has a homely feel, well preserved, and yet still reminds you of a time long forgotten. The structures have a clear elven influence to them, perhaps even some influence from the feywild too, you can't quite tell from outside the gate. The guards stand at the ready, check through papers and carefully move each batch through. They work quickly, if only to ensure that the rich don't complain about a slow march into the city. You can hear the people around talk to each other, snippets of conversation--
"Oh mum I can't wait to go home!"
"Did you hear, Marigold? Isn't it shocking?"
"Come now, mirha'len, you can rest your feet soon enough."
"Can't believe what happened over at Angos'lale, can you?"
--most of it just idle gossip.
You understand mirha'len to mean something akin to darling in common. It is elven in nature, although the word has changed a bit from what you remember.
Bishop Drexull & Ulrich Durst
The gate before, Sayvorrod, you stands tall, although the stonework crumbles a little bit at the edges. The road is rough, and continues to be rough some ways past the iron bars that stand open. There are not many people on the road around you--in fact you, Bishop, are given a fair wide berth and a few questioning looks. The guards at their post are already eyeing you and paying less attention on who they let enter the city. The plant life here is less well cared for, more of what you'd see out among the rolling hills of the plains. The ground is less rocky, more dirt, and the grass a fair bit yellowed but still brightly green.
The people around you, common folk, some merchant class, whisper and hurry past. Most they are trying to quickly enter and leave you, Bishop, behind. Several clutch at their children who loudly complain but are quickly hushed. There are whispers, like a sibilant hiss, and neither of you can quite make out what anyone is saying. The air feels a bit unwelcoming, whereas normally Arina'lok draws in its visitors with a calm, peaceful air. Here the place is a bit tense. Guards have their hands on weapons, ready to act if need be. There is soft shifting in the trees, wind whistling and blowing into a faint breeze. The Crystal Spire off in the distance seems almost cold, almost unforgiving, almost judging.
Lenzo Darkmast
The rough and tumble gate of Angos'lale seems a bit more rougher than you remember. The poor and the destitute, and thieves and the criminals often associated with the Guild move on by with a quickness that you don't remember them showing before. In fact the guards sharp scruitiny leaves you concerned and wondering what might have happened in your absence from the city of Arina'lok. Even the ever burning shine of the Crystal Spire seems dulled to your senses. The guards at their post have their hands on the weapons, and while papers are offered they spend more time scrutinizing the travelers than bothering to check. Up ahead, inside the city through the dirt and muck that makes up these roads, you can hear someone cry out in alarm.
"I'm innocent! Please!"
"Take him to the Prison! The Cleric will deal with this one."
"Please!"
It suddenly hits you what seems so off about the gate you are used to coming and going from, and the people that move around you like a quick flowing river. There are no Tieflings. There is no sign or hint of red colored skin anywhere. There are no magic users, no arcane tricksters--even the possible Guild members seem a bit more harried, but you see no talismans, totems, wands, or ritual items peaking out of packs. In fact there aren't really any packs on most of the people who come and go. Small sacks filled with the smallest of trinkets, probably, but not the more healthy sort of criminal travel you expect to see entering into what should have been the least watched gate in all of Arina'lok.
Just saw the poll at top about starting equipment; Not sure how to answer, as I had planned to ask permission to deviate slightly from standard starting equipment. I don't think my planned changes affect balance or wealth assumptions; I haven't run the numbers to see if the setup I wanted is doable with "class wealth."
Direct Message me and we can work something out even with the choice of the poll results.
Angelus' long hair glitters like gold in the warm light of the citadel's beacon. The fair, tall and slender Elf moves with languid grace, his lengthy ears picking up bits and pieces of idle conversation as he moves through the crowds. Shimmering blue eyes shift toward a particular person, the one who uttered something nearly Elvish, and he pauses in his movements for a moment. Based on context from the snippets heard Angelus was under the impression that something happened that ended with people either getting hurt, or in danger.
He spoke up with a soft musical voice, "Pardon my interruption, but I did not hear what's happened at the gate of Angos'lale. Would it trouble you to inform me of the events?" Angelus' first instinct was to rush to the sight of danger and see if he could be of any help. He felt the anxious pangs of duty calling, to be of assistance to those who need a helping hand.
Whatever the reason, fate has drawn you here....
About
This campaign is a Homebrew story pulling from D&D Lore and Content to build a unique world, unique dynamics, and unique conflicts. The narrative starts in Arina'lok the fount of culture, cultivator of magic, center of goods trading, and home to some of the longest, bloodiest, history around. For whatever reason of your own you have arrived in this city through one of it's many gates, or even through the Port.
This campaign is being run in one respect over on Roll20 with 6 current players. However I wanted to see how another set of players would fare, especially as a good majority of the narrative is actually built around individual narratives of the players themselves. This isn't a campaign that is straight hack and slash, murder frenzy. There is intrigue, politics, and all the good that comes from a world of conflict. Player backstories make their way into the overarching storyline of Arina'lok and the continent upon which it resides, too. In fact they partake most of the story itself, having the campaign narrative wrap around individual narratives. In this respect with each playthrough, with each different character, the story changes....
Recruitment & Rules
As this is a Homebrew game I do accept Homebrew races, classes, backgrounds, and yes even spells if you so wish. All Homebrew content must be discussed with me for determination. This isn't to deny you your Homebrew design, but to tweak things so that they are more balanced if need be. The whole process is primarily a give and take, and ultimately once we've come to an agreement you can play what you wish. The whole point of it is to ensure something like a Monster creature interacting with normal races can work. A Fey creature, stuck in the Material Plane? What effect does this have on the being, how does it interact with people, how can it survive in a place so very different from its own. Is it rejected, accepted, or looked on in confusion because it shouldn't be here? Situations like that.
When you submit a character for review please include all basic information about that character.
Your stats, your equipment, your skills -- all of that can come later. I don't need to know that information from the get go to determine if you're in or not.
Once Accepted
Upon being informed that your character, your characters concept, and so on and so forth is accepted we can get into the nitty gritty of the creation. First things first I don't strictly follow Adventure League Rules. This means that while I know the 27 point buy system is the preferred official system, I'm flexible. If you want your character to point buy, then follow the 27 point buy system. If not, feel free to roll for your stats instead. Or use a pre-existing set statblock provided by Wizards of the Coast for easy character creation. You all know what I'm talking about right?
If there is a majority consensus among the player group for one system over the other, we'll use that one system instead. That means if the majority would rather point buy, we'll point buy, so on and so forth. I do want to keep the character creation rather equal after all. I will admit while the dice system is...easier, the point buy system tends to be a bit more...challenging. So it all depends on what the players want, and I'll roll with that.
After determining how you want to run your stats, create your character sheet. I know right now there is no availability to share sheets on the site, that's fine. If you could send me a link to an offsite copy so that I can have a copy of your sheet myself to keep an eye on, I'd greatly appreciate it.
This is also the point where I'll want you to inform me of the full package of your characters narrative background. Take your bare bones explanation above, expand upon it, and dazzle me. You don't need to write a novel, but brevity will ultimately leave me questioning details on your character. I'll nudge here and there, ask questions, poke and prode if I feel that I need additional information, so don't feel like you have to write several long and intricate paragraphs. The devil is in the details after all, you know? And I get that sometimes we can't push all the details out at once.
About the DM
I go by Ace, nice to meet you. I'm 28 years old writer, geek, and all around spastic dork heading into school to be a veterinary technician. I've played as a player in several games, and used to DM one game within my family back in the days of 3.5 and teenagerdom. I got back into D&D a year ago and decided to create my own homebrew campaign, heavily inspired and motivated by Critical Role. Currently I'm running one game, and I hope to run another face-to-face although with my upcoming schedule of work, and then full time school, that'll probably not happen for a good three years or so.
So I return, once more, to PbP. I ran a homebrew--complete homebrew, including game mechanics, dice, and so forth--when I was 23-24 that lasted several years and eventually petered out into nothing. It had over 12 players and was a PbP game, highly ambitious, and it is no wonder it eventually collapsed. However PbP is a mechanic I am well versed in, and when I saw that D&D Beyond set this up, with access to content, I was ecstatic. Finally I could run a campaign again that wouldn't be damaged by the fact that I have so little freetime barring the weekend and a few hours.
So, with that said I decided to bring Dawning on over, and see how the dust would settle. Since I'm already well familiar with the NPC's in this world, and with the overarching narrative, I figured why not? A new set of characters, a new set of personal narratives to enjoy...well the story could easily shift around and the outcome be different, couldn't it? So here I am, recruiting. Thank you for your consideration!
When Will the Game Start?
Once I have six players. Below you will see the list of accepted players, and once I have all six of you we will begin the story itself, and delve into the narrative of Arina'lok. So with that, I end here.
Happy Adventuring! May your dice favor you.
The Party So Far...
Wilkas Tenur Half-Elf Binder | Scion of a Noble Family
Ulrich Durst Half-Elf Sorcerer | Hermit Seeking Revenge
Brash Hillman Human Barbarian | Formerly of the Military, now an Adventure Seeker
Aquariel Mermidian Water Ganasi Fighter / Storm Sorcerer | Outlander
Bishop Drexull Tiefling Life Cleric | Redeemed Cultist
Lenzo Darkmast Human Monk | Inheritor...?
Angelus il-Vec High Elf Wizard Necromancer | Inheritor
Aelar Galanodel Wood Elf Rogue | Sailor of the High Seas
Current:
Secrets of the Greenwold - DM | Recruiting Thread | Campaign Thread
Historic:
Dawning - A Homebrew Campaign - DMTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign Thread
I present Wilkas Tenur
Wilkas Tenur CG Half-Elf Binder 1
HP 11 AC 15 Speed 30 Initiative +3 Perception 12 Prof. +2
WEAPONS
- Dagger +5 to hit, 1d4 + 3 piercing damage, finesse, light, thrown (20/60)
- Shortsword +5 to hit, 1d6 + 3 piercing damage, finesse, light
STR 12 DEX 16 CON 16 INT 15 WIS 15 CHA 19 (Saving Throws: Cha & Con)
Skills: Arcana +4, Deception +6, History +4, Persuasion +6
FEATURES AND TRAITS
Darkvision, Elf Weapon Training, Fey Ancestry
Soul Binding
Proficiencies: Light armour, simple weapons, longbow, longsword, shortsword, lyre.
Languages: Common, Dwarvish, Elvish, Sylvan
Equipment: Studded leather armour, shortsword, fine clothes, 2 daggers, 1gp, mysterious book
Background: Noble – History, Persuasion, 1 language – Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Personality: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
My favour, once lost, is lost forever.
Ideal: Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
Bond: I am in love with the heir of a family that my family despises.
Flaw: I hide a truly scandalous secret that could ruin my family forever.
Backstory
Wilkas was born to the Tenur household 26 years ago. His father, who married into the family, an elf, and his mother, a human, raised him well, grooming him to be the heir of the family. However, Wilkas took more after the elven side of his heritage than his human blood, often chafing at the lack of freedom, and often running around the city when his parents believed him to be studying.
In fact, a few years ago, there was a murder on the loose in the city, a masked individual who the city watch referred to as the Alleyway Demon. This was in fact Wilkas, though he has ditched the mask, and those days are long behind him now. If it were to get out that he was the Alleyway Demon, then the Tenur family name would be ruined.
One of the reasons he gave up life as the Alleyway Demon role is that he’s found an even better way to rebel against the family – one that wouldn’t be as likely to bring about his demise, and less contrary to his morals. He fell in love with the daughter of another House, one that his family despises. Kella, a half-elf his own age, reciprocates these romantic feelings, and they’ve spent many days in each other’s company when they should be studying. Both with similar attitudes to noble life, it was hardly unforeseen by those that know both.
Unbeknownst to anyone else, Wilkas found a book at around the same time as he met Kella, which contains strange writing and within it, he found the secrets of binding vestiges, though it is written in a language he does not know.
Easter egg
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
Current:
Secrets of the Greenwold - DM | Recruiting Thread | Campaign Thread
Historic:
Dawning - A Homebrew Campaign - DMTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign Thread
I'm fine with any form of ability generation personally, but dice rolling is always fun and I've never done 4d6k3 seven times before so I'll suggest that one too (against my better judgement, I might add, because I once rolled an entire array of abilities all in the 9-12 range).
*Brash Hillmen
*Human/ Barbarian
*Military
*Walked away from military to seek adventure./tooth from worthy fighter.
*No preference on rolling stats
Elon Andrael- High Elf sorcerer- Waterdeep Dragon Heist
Tomac- goliath barbarian- Yet Another Storm Kings Thunder
I'd like to join:
-Aquariel Mermidian
-Water Genasi Fighter/Storm Sorceror (see below)
-Custom Background or maybe Inheritor, trinket is pendant with a translucent gemstone in swirling blue and grey
unbeknownst to her, one of her ancestors was an air genasi storm sorcerer the trait shows up once or twice a generation she's never quite fit in, although she tried thought training as a scout/protector of her people would give her what she sought but it did not Something is stirring inside her she doesn't understand. An uncle recognizes the signs, and encourages her to seek out other relatives who left home for the same reasons
I only envision one level of fighter, then leveling only as sorcerer. If you don't want multiclassing, would a custom background that gave her proficiency in one or two specific weapons not on sorceror list work? (I'm thinking bow and trident)
I might want to reskin some spells to fit water/air theme (e.g. Lightning Lure--shift damage to cold, "rope" to water)
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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I would like to join:
-Bishop Drexull
-Tiefling Life Cleric
-Redeemed Cultist/ Trinket: A piece of crystal that faintly glows in the moonlight
-Bishop was abandoned at birth by his parents who could not stand raising a monster. A few cultists found him all alone and viewed it as a sign from their demon lord. Bishop eventually escaped the cult and join a priesthood in a search for redemption.
-I have no preference for stat generation.
I'm in if there's still room...
Lenzo Darkmast
Human monk (way of the open hand)
Carries a piece of dark coral carved into the shape of a flat, open palm; a gift from his father of unknown origin, and one of the few happy memories Lenzo has of his upbringing.
Background would be inheritor(? still tinkering); Lenzo comes from a family known for criminal activity, but rejected it in favor of an isolated life away from his family's dealings in Arina'lok. Events have forced Lenzo back to the city against his will (I'll send you those deets whenever you're ready. P.S., I'm totally flexible on them if they need to be adapted to your setting, etc).
Other than wanting to roll dice, no preference on stat generation.
If this character sounds like Angel from buffy had a baby with Vladimir from League of Legends you'd be right.
86
Oh geez a lot of responses here. I can easily see I've filled out my roster already so if you could ease bear with me I'll get to you all once I'm off work. Have about 4 more hours until I'm free and not stuck on a phone. Might be able to grab one of the personal computers while on lunch here
but we'll see.
Current:
Secrets of the Greenwold - DM | Recruiting Thread | Campaign Thread
Historic:
Dawning - A Homebrew Campaign - DMTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign Thread
Current:
Secrets of the Greenwold - DM | Recruiting Thread | Campaign Thread
Historic:
Dawning - A Homebrew Campaign - DMTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign Thread
Edited my original post with details. I also enjoy 4d6k3, but point buy also works. Point buy tends to keep characters from getting super OP, in my opinion
Current:
Secrets of the Greenwold - DM | Recruiting Thread | Campaign Thread
Historic:
Dawning - A Homebrew Campaign - DMTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign Thread
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
Just saw the poll at top about starting equipment; Not sure how to answer, as I had planned to ask permission to deviate slightly from standard starting equipment. I don't think my planned changes affect balance or wealth assumptions; I haven't run the numbers to see if the setup I wanted is doable with "class wealth."
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
So, to note, we have 8 players now. I am reiterating that I do need your narrative backgrounds but we can start the game even with your bare bones details. The nitty gritty we can discuss over time -- but please get them to me sooner rather than later if you can. As a note you are right now level one. I'm putting up a poll in regards to if you want to have the initial class items offered, or to go through starting wealth and purchase the items you wish to have. Majority, again, will put how we start this out.
Despite all that I'll be again putting up that starting post. Please be aware that even if you are an Arina'lok native, you have been out of the city for whatever reason. It...makes it easier on me.
Actually...I'll just...put it under here ><
...ignore the second poll...trying to figure out how to delete it.
As you step into the city proper you can see the gleaming, twisting spires that gives Arina'lok it's name. To the majority the city is known simply as The Crystal Spire, and it certainly lives up to it. Smack in the center and visible from each point of entry are the colleges, founts and focuses of magic that draw the eye and the attention. The air practically breathes it, and it's no wonder how the city has lasted so long. The rest of the city tries to follow in its example. Where the colleges and the seat of power for the Military are housed at the city center, with the nobles mansions surrounding even that, circling out wider and wider into markets, rich houses, to poorer neighborhoods, slums, and off toward the Port of town--it is obvious not all of The Crystal Spire has stood strong against the test of time. There are walls that have crumbled and been re-purposed, groves in the cobblestone streets and muck that probably denoted a very different housing structure. Anything well beyond the center of the city is more rough hewn, recent type of structures and this includes most of the points of business as well.
Each of you enter into the city itself in your own manner, your own way...your own gate.
Aelar Galanodel
Your ship has taken port within the southernmost section of Arina'lok known simply as Polale. Polale is a bustling port filled mostly with merchant ships. You can see deckhands moving about, unloading goods and reloading goods. There are easements that house shadows despite the glittering light. From this angle the Crystal Spire practically shines like a second sun, almost blinding in its intensity. It is, thankfully, rather small in comparison even though it towers over the remaining buildings. You can for the most part ignore it.
The sound of the sea and the sound of the port assaults you as you arrive in. Shouting, loud thunks and thuds of work, the distant clang of metal--presumably a blacksmith nearby, given the amount of metal. You appear nearest to some of the market districts within the city itself given the easy movement of merchant goods. The docks are wet with the sea spray, you can hear bells tolling as new ships come in, and others depart. Past the docks and the scent of the ocean the ground is a bit muddied that eventually leads off into smooth cobblestone.
Aquariel Mermidian
You arrive by ship to the port within the westernmost section of Arina'lok, known as Belnal. Belnal is less of a bustling port of goods and services and more of a port of travel. You can see the fashionably dressed staying close to the north side of the port, boarding boats that practically gleam unnaturally to your eyes. To the south the boats are rickety, worn down, and those of a possible peasant class show tickets or papers and board. Just as many you see boarding you see departing--the port is ever moving wave of people. The ground is clean, aside from the slick wooden docks from the sea's spray. The wood moves quickly into cobblestone that shimmers a little from rough waves, but quickly dries further in. The whole port is lit and the murmurs of people talking easily catch your attention.
Here the Crystal Spire is not so bright, not so burning in its intensity. Instead it shimmers, the sun creating arches of rainbows off into the sky and over the sea. It is a beautiful sight and, perhaps, the reason why the port of travel is placed at Belnal. You can hear the boat beneath you rock into place, the wood creaking and groaning--it is an older ship, a little weathered with age, but she still runs strong you can tell--as the deckhands move to dock her into place. Down on the decks you hear the masters of port calling out, checking of lists as people rush around to unload boxes and bags of possessions. Bells toll, the sign of a ship leaving port. Another tolls in the opposite direction--a ship arriving. A bell sounds, rung by a master of port, as the deckhands toss the mooring ropes over the edge of the rails.
Brash Hillman & Wilkas Tenur
Before you rises the gate Taioslor, the northenmost entrance into Arina'lok. You can see pouring above her, a brilliant diamond, the Crystal Spire off toward the center of the city. It is closer to you, Taioslor being the entry point that most of the Military and Nobles use. The walls are well maintained stone, the gate itself freshly oiled for the hinges, the iron treated against rust. The guards post is ever alert and greets each person to reach the gate with the vaunted politeness a noble would prefer. The rough road easily begins to smooth off the closer to the gate you reach. The yellowed grass of the plains and coastline around you shift to well maintained plants and trees--rose bushes that smell sweet, waft through the air, and put the richly dressed at ease.
It is in some respects a comforting sight to those who seek decadence, and the chance for military advantage with the manner the plants are posted. Brash you can tell that there are at least three Druids patrolling along the walls, dressed in tough leather and marked as members of the guard. The trees provide excellent cover if the need ever comes.
There is a sound, a bit of a commotion at the front of the gate. You can see a richly dressed man in scale and plate, with the mark of a House upon its breast, and details that show him to be a part of the Military. His hair is long, blond, and frames his face. He has an ethereal beauty to him. Accompanying him are four guardsmen, and another two are bowing in salute.
Angelus il-Vec
Before you stands the gate of Angos'lor, the north eastern entrance into Arina'lok. The Crystal Spire shines down upon you like a beacon of hope. The very magic in the air seems to bring a sense of peace, a sense of tranquility. The road is a bit rough and tumble, and there cobblestone it melds into less well taken care of. There are plants that are meticulously maintained and the grass here a bit greener--although it fades to a more yellow hue the further out into the plains it goes. The earth is harder, but nowhere near as rocky. The stonework of the wall and the gate sturdy, well-kept and strong.
You walk among merchant wagons and the richer folk who prefer to enter into the city here. This is the upper part of the city, a district that caters to the more wealthy who don't wish to live within the center of the Spire. It has a homely feel, well preserved, and yet still reminds you of a time long forgotten. The structures have a clear elven influence to them, perhaps even some influence from the feywild too, you can't quite tell from outside the gate. The guards stand at the ready, check through papers and carefully move each batch through. They work quickly, if only to ensure that the rich don't complain about a slow march into the city. You can hear the people around talk to each other, snippets of conversation--
"Oh mum I can't wait to go home!"
"Did you hear, Marigold? Isn't it shocking?"
"Come now, mirha'len, you can rest your feet soon enough."
"Can't believe what happened over at Angos'lale, can you?"
--most of it just idle gossip.
You understand mirha'len to mean something akin to darling in common. It is elven in nature, although the word has changed a bit from what you remember.
Bishop Drexull & Ulrich Durst
The gate before, Sayvorrod, you stands tall, although the stonework crumbles a little bit at the edges. The road is rough, and continues to be rough some ways past the iron bars that stand open. There are not many people on the road around you--in fact you, Bishop, are given a fair wide berth and a few questioning looks. The guards at their post are already eyeing you and paying less attention on who they let enter the city. The plant life here is less well cared for, more of what you'd see out among the rolling hills of the plains. The ground is less rocky, more dirt, and the grass a fair bit yellowed but still brightly green.
The people around you, common folk, some merchant class, whisper and hurry past. Most they are trying to quickly enter and leave you, Bishop, behind. Several clutch at their children who loudly complain but are quickly hushed. There are whispers, like a sibilant hiss, and neither of you can quite make out what anyone is saying. The air feels a bit unwelcoming, whereas normally Arina'lok draws in its visitors with a calm, peaceful air. Here the place is a bit tense. Guards have their hands on weapons, ready to act if need be. There is soft shifting in the trees, wind whistling and blowing into a faint breeze. The Crystal Spire off in the distance seems almost cold, almost unforgiving, almost judging.
Lenzo Darkmast
The rough and tumble gate of Angos'lale seems a bit more rougher than you remember. The poor and the destitute, and thieves and the criminals often associated with the Guild move on by with a quickness that you don't remember them showing before. In fact the guards sharp scruitiny leaves you concerned and wondering what might have happened in your absence from the city of Arina'lok. Even the ever burning shine of the Crystal Spire seems dulled to your senses. The guards at their post have their hands on the weapons, and while papers are offered they spend more time scrutinizing the travelers than bothering to check. Up ahead, inside the city through the dirt and muck that makes up these roads, you can hear someone cry out in alarm.
"I'm innocent! Please!"
"Take him to the Prison! The Cleric will deal with this one."
"Please!"
It suddenly hits you what seems so off about the gate you are used to coming and going from, and the people that move around you like a quick flowing river. There are no Tieflings. There is no sign or hint of red colored skin anywhere. There are no magic users, no arcane tricksters--even the possible Guild members seem a bit more harried, but you see no talismans, totems, wands, or ritual items peaking out of packs. In fact there aren't really any packs on most of the people who come and go. Small sacks filled with the smallest of trinkets, probably, but not the more healthy sort of criminal travel you expect to see entering into what should have been the least watched gate in all of Arina'lok.
Current:
Secrets of the Greenwold - DM | Recruiting Thread | Campaign Thread
Historic:
Dawning - A Homebrew Campaign - DMTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign Thread
Current:
Secrets of the Greenwold - DM | Recruiting Thread | Campaign Thread
Historic:
Dawning - A Homebrew Campaign - DMTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign Thread
Angelus' long hair glitters like gold in the warm light of the citadel's beacon. The fair, tall and slender Elf moves with languid grace, his lengthy ears picking up bits and pieces of idle conversation as he moves through the crowds. Shimmering blue eyes shift toward a particular person, the one who uttered something nearly Elvish, and he pauses in his movements for a moment. Based on context from the snippets heard Angelus was under the impression that something happened that ended with people either getting hurt, or in danger.
He spoke up with a soft musical voice, "Pardon my interruption, but I did not hear what's happened at the gate of Angos'lale. Would it trouble you to inform me of the events?" Angelus' first instinct was to rush to the sight of danger and see if he could be of any help. He felt the anxious pangs of duty calling, to be of assistance to those who need a helping hand.
Here are Aquariel's stats rolls. Sure glad we get to drop one!
[url=http://roll.coyotecode.net/lookup.php?rollid=174143]Initial stats roll: 4D6.HIGH(3) = [2, 2, 1, 5] = 9
4D6.HIGH(3) = [4, 2, 6, 5] = 15
4D6.HIGH(3) = [2, 4, 6, 3] = 13
4D6.HIGH(3) = [2, 6, 6, 1] = 14
4D6.HIGH(3) = [4, 5, 2, 3] = 12
4D6.HIGH(3) = [3, 2, 1, 1] = 6
4D6.HIGH(3) = [4, 1, 3, 6] = 13
[/url]
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk