The small village of Whellwich was attacked last night by a gang of kobolds, with six young children being kidnapped during the attack. The town needs a band of heroes to come save the day and rescue the children from wherever the kobolds may have taken them. Who knows what dangers and riches could accompany such an adventure!
Anyone may join, just please leave below the following information
A description of what your character is like, how they behave, etc.
I will choose my favorite 4-6 character ideas from this group to join the adventure. I'm wanting a creative group that will make this adventure fun without getting crazy off the rails, but can solve situations in a creative way. This adventure will incorporate combat, role-playing, and puzzles so keep that in mind when designing a character. Use either standard array or point buy to pick ability scores and please start at level 3. If you could either include the character sheet in the post or pm it to me that would also be greatly appreciated. If you have any questions, don't be afraid to pm me!
Do you have any of the character creation books ((PHB, Volo's, etc.)) to share? I'm interested, but right now I'm pretty much working off of the Basic rules in the builder and that is painfully limiting.
Aregarak hails from the city of Luskan where he's spent many years 'working' for Ship Rethnor as a pirate until his ship mistakenly raided the wrong one. The ship's captain was 'removed' and the crew put on 'administrative leave' and tasked with menial jobs for Ship Rethnor, which for a sea faring pirate is almost as good as prison. One of the tasks Aregarak was chosen for was basically guard duty. He spends most of his time watching important people do things, and trying to not let them get killed. He longs for the chance to rejoin a crew and get back on the waves. Aregarak is a boisterous and jovial one, however standing 6 feet 8 inches and weighing in at 300 pounds can be a bit imposing. Besides the large horns on his head, his other interesting feature is that the rich mahogany colored fur across his upper torso and arms have bleached lines running down them that resemble bolts of lighting. A large greataxe is strapped to his back and other than the harness for it, he wears only a leather gladiator kilt, and a pair of leather bracers.
Any other rules? Are feats allowed? if so do we start with any?
I wizard betrayed by his old gods seeking to dull his emotions and thoughts with drink and fighting monsters. He is short with people and distrusts others. Often angry at the world, he lashes out verbally at those close to him and seeks to gain enough knowledge to rid the world of these celestials.
Lanea was born in the Western Heartlands and moved to the Sea Coast when she was young. Her mother and father were caravan merchants so she lived with the caravan most of her young life. Her parents killed on the way to Luskan by bandits on the roads and she fled into the woods off the road. There she spent 3 nights alone in the dark woods scared the bandits would come back for her. A ranger found her and showed her the ways to live off the land and she grew to love nature. After two decades of living and fighting she then returned to Luskan to search for her vengeance on the ones that took her family. She has since been traveling the world trying to right the wrong as she lives off the land the way her Ranger mentor taught her.
(would love the Vicious Longbow or Efficient Quiver)
Beril Thornheel was born to an elf father who was a stern emotionless man who was absorbed by his studies of the fey history(scholar). His mother was a sweet quit human cleric. Very warm and soft spoken. At a very young age while on a trip to the city with other elf families, the caravan was attacked by a raiding party. He doesn't remember who or why only flashbacks of the blood and two knights that appeared. The knights were able to save several children but no one else. He remembers the shiny armor and glamour. The skill of the sword. It left a sense of awe and respect that would last a lifetime. The children, including Beril were taken to the city where they were dropped off at an orphanage. The orphanage was a poor and run down old manor run by a brutal man who cared little for the children. If you didn't earn your keep you would be left on the streets with a bad beating or worst. Beril did as other orphans did and learned to survive by stealing from merchants and tourist. It wasn't long before he realized he could scale buildings and duck into shadows to escape. This led to him burglarizing homes and shops. Learning to pick locks and get around/disarm a verity of traps. There was often brawls with street gangs about "territory". Beril and Krank (an enormous human boy) emerged as leaders to rally the kids against the gangs. Krank and others would occupy them from in front when Beril would come from behind to take out the leader. Beril and Krank became the best of friends. It wasn't long before the local guilds took notice. One such guild was in need of someone eliminated but only a skilled thief would have ability to get in past the traps and take out the target without detection. Beril was excited. This was his chance to get away from petty street crime. He completed the task without fail only to find out the target was a rich merchant who was rallying knights against the guild. Beril didn't care for the politics of it but it payed more and as more jobs like this came he began build a name for himself. One day the guild leader asked him to do a special job for him. He didn't tell Beril who it was only where to find them. He completed the task just to find out it was the son of a rival guild leader. When the rival leader found out who it was, he killed his best friend Krank. When he confronted his guild leader he was very uncaring. When Beril threatened to quit, the leader laughed at him explaining the only way out was death. So, he ran as far as he could using his contacts in the underworld to smuggle him away. Every so often he still gets messages from the guild letting him know they are still watching him. Beril knows someday he will gut that man and watch his end trails spill from his belly as he begs for his life.
Hi! I've played D&D for years but this would be my first PbP game. I've had this character cooked up for a while, hence the overkill on the backstory. I swear I don't usually rabbit on this much.
Ability Scores:STR 14 DEX 14 CON 10 INT 13 WIS 12 CHA 16
Iago is basically your classic (If slightly tragic) man-child. He's an explorer/swashbuckler type all about having a good time and possibly a good tavern-fight to go with it. He loves the camaraderie of working with a team towards a goal but is slightly terrified of people truly depending on him.
"Iago Téofiliz Rolando Quintero was born in a port town to a major city his mother Carmen ran the family's inn as the fifth-generation keeper and his father Téo was an off-shore fisherman. Iago thrived in his early years dancing for the sailors staying at the inn for coin and listening, always listening to the stories, jokes and songs that these sailors brought with them from all over the world. He learned how to play a variety of musical instruments, how to carry a conversation with people of every creed and how to drink with the best of them. He grew up comfortable, never rich but always free to roam the town and pursue whatever dream arose in him that week. When Iago's father's back finally gave in, he took his place on the fishing boat. Those fisherman toughened up Iago and soon the limbs that deigned never to pick up anything heavier than a Lyre were toned with lean, useful muscle. Iago was finally living out his own small stories and growing within and without.
After the winter season's last big haul of sturgeon, Iago went to a new port with his shipmates and drank and wenched and feasted for the better part of a week. When he finally came home he discovered that the family inn had burned down just two days into his celebration. The town was kind to the Quintero parents and they never wanted for lodging but the loss of their family business hit Carmen and Téo fiercely. Iago and his father had an ugly falling out and when Iago perceived his mother to take his father's side he left on a travelling ship at the tender age of fifteen and did not return home for seventeen years.
During this time Iago travelled the world learning tenfold more stories and songs. Working on ships, singing for his supper when he had to and always, always ending up in liquor-slicked barfights. It was during this time that he earned the mantle Brawler Iago. Thirteen years after leaving home Iago fell in love with an Elven woman named Barraa and for a several years they were inseparable, sailing all around the world as constant companions and though Iago had feared this his whole life he realised that his joy in life was not halved for having someone with him but practically doubled. She taught him the Elven songs her father had taught her and Iago fell all the deeper in love at hearing the way she sang and played the viol. Barraa fell pregnant and Iago immediately found a port for them to settle in. They still travelled and adventured before it became impractical and Iago easily found himself a job on a local fishing boat to support them. A part of Iago knew he wished to keep on with his adventures but he loved Barraa and the child was to be born soon.
Barraa and Iago's son was born on the hottest day of the year and Barraa sweated, shouted and cried as she laboured but it was over in no more than two hours. She held the half elf boy in her arms and instantly fell deeply in love with the dark hair he'd inherited from her and the the pouting mouth he'd inherited from Iago. Then Iago picked up his son, he had let Barraa choose the name, Thwill after her departed brother. As he looked in that child's eyes he felt... Nothing. Nothingness followed by dread, he knew that he could not continue his life the way that he had so dearly lead it. He knew that his love for Barraa bound him forever to this infant and he knew he just did not have the love for him that was required of a father. He did not let Barraa know this and played the role of proud father as convincingly as he'd played so many others. That night before his infant son was even a day old, Iago left. He all but ran out of the town after he'd slipped from the little house. Sheltering in a nearby forest he cried that night for his one lost love and raged within that he could be so cruel as to feel no love for his own blood.
Travelling for a while after that drinking now more out of necessity than celebration and revelry, Iago decided to return home to his parents. As they sailed into port he could spy a new inn where the old one had stood with a sizeable addition on the side, perhaps the private room his mother had always wanted to install for ship captain's to stay in. He rushed to the inn ignoring a few calls from familiar faces from a lifetime ago and threw open the door. A few patrons sat around and the room jolly and well feed and watered as they always were and a tall bearded man stood behind the bar. Iago did not know this man when he saw him. He did not know this man when he delicately explained that his mother had died some five years ago of the fever and that his father after selling on the rebuilt inn followed six months after. Iago did not know this man when he broke down in huge rattling sobs and staggered out into the street.
Iago spent a lot of time after this in an untold stupor, but is finally ready to drag himself out of the gutter and return to the one thing he has ever done right and the one thing that he always loved the truest: Adventuring."
Here is the campaign link that I made for this adventure, if you guys could join in and submit your character sheets I will double check over them before we begin! It looks like we have 5-6 people here, so this should work out well!
Also, I'm thoroughly enjoying everyone's characters, good creativity and excellent stories, this should be a fun campaign!
I have my character's homeland and background (not backstory) done, and most of the character sheet.
In the middle of the Southwest Sea is a small island chain known as the Valparaiso Islands. The largest island is called the Isle of Innisfree. The only settlement of any size is a small town named Islay, located on the coast of the Isle of Innisfree. The Valparaiso Islands are populated primarily by humans, lightfoot halflings, wood and aquatic elves, half-elves, eladrin, merfolk, and air and water genasi, with the halflings mainly in Islay and the elves mainly not.
The scenery truly deserves such adjectives as beautiful, picturesque, scenic, breathtaking, magnificent, and spectacular, and the inhabitants are as good-hearted and friendly as their races ever get. Obviously, something has to be responsible for this.
Deep in the center of the Isle of Innisfree is what appears to mortal eyes to be a river, unusually beautiful even for the Valparaiso Islands. In reality, it is the Orinoco, a major source of both water and magic for the entire plane. As a result of the presence of the Orinoco, the Valparaiso Islands appear on most material planes and the Elemental Plane of Water. The Orinoco can be used to travel between those planes.
Mechanic: If you are immersed in the Orinoco, you can use an action to attempt a DC 20 Wisdom or Charisma check. On a success, you emerge from the Orinoco on another plane that the Valparaiso Islands are on. Whether you succeed or fail, you cannot do so again until you finish a long rest. You know immediately whether you succeeded or failed.
Skill Proficiencies: Choose two of Animal Handling, Athletics, Nature, Perception, Performance, or Survival Tool Proficiencies: Choose one of one type of artisan's tools, one type of gaming set, one type of musical instrument, herbalist's kit, navigator's tools, or vehicles (water) Languages: Primordial, or a second tool from the list above if you already speak Primordial Equipment: Up to two different sets of tools that you're proficient with, one simple weapon that you're proficient with, a set of traveler's clothes, and a pouch containing 10 gp
Feature: Orinoco Magic
You always know the direction and approximate distance to the Orinoco. While in the Valparaiso Islands, you can draw on the magic of the Orinoco; you have the following Innate Spellcasting feature.
Bond: I can't stay away from my friends and family in Islay for more than a few months without developing a bad case of homesickness.
Flaw: I can't bring myself to stay in one place for very long.
Features: Orinoco Magic (Cha; +5 to hit, save DC 13); Unending Breath; Mingle with the Wind; Spellcasting (Cha; +5 to hit, save DC 13); Tempestuous Magic; Font of Magic; Metamagic (Careful Spell, Subtle Spell)
Equipment: A light crossbow and 20 bolts; an explorer’s pack; three daggers; a flute; a set of traveler's clothes; a decanter of endless water; and a pouch containing 10 gp
Attack: Dagger: +5 to hit, reach 5' or range 20'/60', 1d4+3 piercing damage
Attack: Light crossbow: +5 to hit, range 80'/320', 1d8+3 piercing damage
To summarize quite severely: Born Isle of Innisfree, inherited ancestrial magic, grew up, learned music and magic, developed severe wanderlust, boarded next ship, traveled, developed severe homesickness, returned home, developed severe wanderlust, boarded next ship, traveled, developed severe homesickness, returned home, developed severe wanderlust, boarded next ship, traveled, developed severe homesickness, returned home, developed severe wanderlust, boarded next ship, traveled, found formula for decanter of endless water from waters of Orinoco, developed severe homesickness, returned home, crafted decanter of endless water, accidentally dropped formula in Orinoco, developed severe wanderlust, boarded next ship, traveled, developed severe homesickness, returned home, developed severe wanderlust, boarded next ship, traveled, found adventure in Whellwich.
Just need to come up with name and format personality.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Name: Jinryn Race: Aarakocra Class: Cleric Str 10, Dex 16, Con 13, Int 12, Wis 16, Cha 8 Background: Acolyte
Jinryn was but a hatchling when his parents and clutch-mates were killed in the horrible cataclysm of Mt. Hotenow. He was rescued from the disaster by a wandering priest-turned-adventurer, Aberdeen the Pure, and brought to live in his house. Setting aside the adventuring life to raise Jinryn, Aberdeen thought it best to train the young Aarakocra in clerical duties. He taught him well what it meant to serve the god Ilmater, always telling him, "Keep your head out of the clouds, Jin. The people need you down here on the ground." Jinryn has always struggled with this teaching, but knows his place as a Cleric of the suffering god.
Description: Jinryn is easily distracted by shiny objects and constantly looks to the skies, but his feet usually remain planted on the ground. If you are familiar with Aarakocra expressions, you will notice that his usual countenance is piously plaintive. He only preens in private, and goes out of his way to offer help to those who need it, if in a slightly mournful manner.
In case Aarakocra isn't acceptable, here's an alternate, an elf bladesinger:
Trenreth Uriiver, High Elf Fighter 1/Wizard (Bladesinger) 2 Str 8, Dex 16, Con 14, Int 16, Wis 10, Cha 10 Background: City Guard "For as long as I can remember, I have always had a 'destiny.' But in my experience, destinies come at the cost of too many lives. Were it not for my duty as a bladesinger, I would forsake my destiny and save lives." Trenreth has a long scar from a gash that goes from his jaw down to his abdomen—a mortal wound, healed after a gruesome battle where he had been felled. But because of his failure to ward off the invaders, his entire group was slaughtered. He was the only one that pulled through with the healing magic available to his group. He has since devoted himself to the art of bladesinging, so that his mistake would never be repeated. Trenreth doesn't make friends easily, and will avoid unnecessary personal contact so as to not grow too close to his acquaintances.
Kaia is an extreemely socially awkward aarakocra who spend her entire life living alone and learning psionics by her mother. When her mother died, Kaia needed something to do with her abilities, so she set out to use her abilities for a good cause. Kaia only speaks telepathically, making it difficult to start conversations with people who have never spoken telepathically. Another little perks is that Kaia never (willingly) touches the ground (earth), often flying or roosting in trees or atop buildings, her limitations are odd.
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"The hero sought to save the world.
"If I keep trying, I'll be able to win," the hero thought.
But the harder the hero fought, the further the world seemed to tumble away.
Drowning in doubt, the hero could not even save themselves.
Hero, if you still believe in a brighter future, hold in your heart a thorn that can pierce all doubt."