I recently had one player drop out of my LMoP PbP campaign I have been running for the past two months due to an unforeseen occurrence. Because of this, I am back in market of recruiting a players to fill their spots.
For those applying, here are things to keep in mind:
1. Looking for 2 PCs who have not played the Lost Mines of Phandelver module
2. All levels of D&D/PbP experience are welcomed
3. All I ask activity wise is to post a couple times a day. I myself am in CST, and can reply to things most times of the day. If/When IRL complications arise, please just let me know so that I can adjust accordingly to keep the game moving by taking over your character or something similar.
4. We will be using DnD Beyond PMs as an OOC chat.
5. Character Creation:
The current party consists of a Satyr Warlock (Archfey), Gnome Rogue, Half Elf Sorcerer (Divine Soul), and a Dwarf Cleric (Forge). The group has just started the 2nd chapter of the module, so new characters will be made at level 2, meeting the current party in the town of Phandalin. What that means is that I am looking for level 2 characters who can complement the current party composition. I will leave it up to you, but we just lost our Barbarian which means I am only going to be looking at applications with a frontline damage dealer/tank.
a) Ability Scores: Roll one set stats on this thread, re-rolling ones once. If you roll, but don’t like the outcome, standard array or point buy is fine.
b) Race: All official races. I’m willing to allow homebrew and UA if you run it by me first.
c) Class: Same thing as race. All official classes and subclasses are allowed, including homebrew if I review it first.
d) Alignment: I would prefer good aligned characters, but neutral is completely fine if that fits for your character. In general, just no evil alignments.
e) XP/Hit Points: We will be using milestone XP and fixed hit points.
f) Equipment: Gold or class equipment. It doesn’t matter to me as long as if you choose gold, roll it in this thread.
g) Backstory: Make it as short or as long as you would like, just know I may integrate some elements into our campaign if it makes sense. (Look at the adventure hook to properly integrate a backstory).
I think that covers everything, but if you still have a question, feel free to PM me. For now I will plan to leave this recruitment thread open for a couple days before selecting the extra party member.
Adventure Hook:
In the city of Neverwinter, a dwarf named Gundren Rockseeker asked you to meet him in in the rough-and-tumble settlement of Phandalin, a couple of days’ travel southeast of the city where he would meet you with a wagonload of provisions and supplies. Gundren was clearly excited and more than a little secretive about his reasons for the trip, saying only that he and his brothers had found “something big,” and that something bud was in store if you would meet him at Barthen’s Provisions, a trading post in Phandalin in 5 days time.
You’ve spent the last few days traveling to Phandalin, and have been delayed by (insert problem here). Due to this, you arrived at Phandalin late and have yet to see Gundren. Will he be mad at you for accidentally standing him up?
*In your backstory, try to include a sentence or two about how or why you know Gundren and why you would be late to meet him in Phandalin*
Cade grew up in the Nunwood region of Chondalwood. He has a piece of wood from a tree near the center of the Nunwood, which he carries with him always, a cord around his neck going through a hole carved through the branch. He lived there with his halfling kin for his younger life, but, unlike most of his people, he desired to see the land outside of his woodland home. He would be considered rather outgoing to his people, but quite shy by the standards of those outside of his clan.
He often traveled to the tree where the Emerald Enclave had a warden for the forest, put there to make sure the lunbermen from Hlath and Reth did not harm the forest with their work. The current warden was a wood elf maid, who was more than happy to talk to Cade about the world outside of the Chondalwood. Due to needing to keep an eye on the lunbermen, the warden's tree was located nearer the edge of the forest, so Cade had many chances to watch the men as they cut down trees and planted new.
One day Cade decided he wished to see this land outside of his homeland for himself. With some advice from the Emerald Enclave's Warden, he traveled to Hlath, since it was a port city. He spent a few months in Hlath, seeing the sights and getting to know the city. He knew he wished to see other places, the City of Wonders called Waterdeep, was high on his list. He did odd jobs around the city, learning quickly that money was required in the land outside of the Chondalwood. He eventually booked passage, and started his great adventure.
The boat dropped him off in Neverwinter though, where he was to make his way to Waterdeep overland. Being ever curious, he did not go straight to Waterdeep though, but spent some time in the woodlands around Neverwinter, eventually makin ghis way to a small village named Phandalin. (Or in the general area if that helps out more...)
e) Backstory: Syr Braglyn Fireforge was a young dwarf learning the language of the runes when he received a message from his cousin Gundren Rockseeker, to meet him in Phandelin. Gundren's message had mentioned glory and recovering "something big!" for their family. As a knight Syr Braglyn was honor bound to fulfill Gundren's familial request and join him in his quest.
Backstory: When the village of Torzac was razed by drow, there were but two survivors. One was Tharivol, a devout cleric of Sehanine Moonbow. The other was a young half-elf named Vulmar. Inspired by Tharivol's divine aegis and heroism in a time of pain and sorrow, Vulmar asked to follow Tharivol back to his home temple, where Vulmar was brought up in the tradition of the elven moon goddess.
Despite his whole-hearted devotion to Sehanine, there was a certain aggression in Vulmar's heart. What was first dismissed as typical half-human brutishness soon became apparent as a sort of fanaticism. He began to have dreams, of dark elves and undead and all manner of evil creatures. They crept through the dark night, ready to slaughter the pure and innocent. Each time, the moon emerged from behind the clouds. Each time, these manifestations of evil melted in the purifying light of Sehanine. Equally as troubling to the orthodox clergy was Vulmar's innate knack for the divine. He had a habit of underparticipating in services and rituals, but overparticipating in fine food and drink. Heedless of this, his connection to Sehanine was indisputable, and growing stronger every month.
He began to ask more questions - questions about why the temple did not take more action in the world. About why their goddess preferred lip service over righteous deeds. Not surprisingly, Vulmar was expelled from the temple. Not surprisingly, this suited him fine. It was fine to pray for justice and heroism. But someone had to actually do it. But a man cannot save the Realms on an empty stomach and a light coinpurse. Thus, looking for work as a mercenary (and expecting only to do 'good' work), he signed on with Gundren. It has been a few months since his last job for Gundren (which had been fairly profitable escort of a trading caravan to Waterdeep) and supplies were running low when he was contacted once more.
This post has potentially manipulated dice roll results.
Ability scores: 141414141613
Name: Marcus Toll Race: Human-Variant Class: Rogue (1)/Wizard (1) Alignment: Neutral Background: Soldier Backstory: One could regal you with stories of a family lost, love spurned, and fortunes wasting away but Marcus wouldn't want that. Marcus is a Soldier and those things are part of a soldier's life. He set out to seek his fortune and hasn't looked back. "He's not going that way." he'd tell you. Having finished his last job, employed by a Wizard, she taught him magic and he did things for her, Marcus has made his way up north to the quaint little village to try and make some gold, save a few damsels, and just generally live a life worthwhile. Personality: Marcus is a power orientated person. The more wealth and personal power he accumulates the better off he is. Marcus has 1 goal in mind, die a fat-rich old man surrounded by young, beautiful women that cater to his every need. How he gets there is however the fates deem it. When he works for someone, he works for them. Same as if he is part of a party, he works to bring about the party goals. If he nicks a few things here and there, what's the problem? As long as the end goal is met, Marcus sees no problem with it.
Growing up Strafe was always an independent child, preferring to learn things the hard way instead of doing what his parents said. That’s not say he didn’t love them, especially his mother. He adored her voice and the way she would tell tales of their people. He would sit for however long it took for her to finish, ignoring his friends and all other distractions. Then one year she took sick, her voice and breath were the first things to go. Her life shortly followed. This loss devastated Strafe’s father, and what once was a decent father/son relationship soon became strained under the unwanted attention and worry Strafe received from his father. This drove Strafe to spend more and more time on the streets following his friends who were less than honorable. They valued him for his adept hands, and stealth abilities. Another friend Strafe cultivated was an old minstrel in one of the taverns that dot Neverwinter. One day his “friends” approached him for a job, that involved the maiming of someone who was moving in on their territory and Strafe flat refused. They chased him until he hid at the inn where Strafe’s friend and mentor was working. Strafe told him what had happened and asked for help and it was then that his friend told him to sneak out the back under a disguise and look for his friend Gundren who was supposed to be appearing in Phandalin soon. Disguise in place, and thoughts and hopes set on a life of adventuring and telling his own tales now, Strafe sets out for Phandalin.
I also have a semi desk job and am in CST area as well. So I am on dndbeyond most of the day.
You won’t often hear of the ‘Voucan Catastrophe’. If you do, it will most likely be in the context of relief that such a thing did not happen somewhere more important or heavily populated. Though perhaps people would not be so disinterested if they were to somehow learn of the singular mysteries that lay at the heart of the event.
The town of Vouca was a fishing village that lay between the colonial savannahs of Colspan and the northern jungles of Mafanco. The former being populated mostly by humans and the latter by elves, Vouca was known to the region as an overlap of cultures, where both races came to work and learn together. But mostly, they shared their combined mastery of the seas to exploit the expansive Voucan Bay for its rich diversity of sea life.
To call it a ‘bay’ was indeed something of a misnomer, for it dwarfed many inland seas. It was large enough for a ship to head out for days at a time, returning loaded with a bounty of fish, shrimp, shark, squid and, at times, even more exotic fare.
The only part of the bay that nobody approached was the island in the centre, known only as the ‘Aberrant Isle’. It was continually shrouded in mist and anyone who had ever tried to moor at it had disappeared without a trace. It seemed that even the fish avoided going near it, meaning there was little apparent reward in anyone risking their life to approach, and so it was left undisturbed.
One day there was much of a buzz about town that a renowned - if rather eccentric - explorer had taken residence. Her name was Tanika Duhall and she was a scholar of interplanar relationships, especially those that were less well understood than the well documented realms of the “Great Wheel Cosmology”. She had a great interest in the Aberrant Isle, though her eagerness was not so great as to ignore the many warnings of the locals about the dangers of travelling there. So she conducted her studies from afar to begin with.
Elves were relatively uncommon in the land of Wivensbrent, where Tanika had come from. In between her studies of the Isle, she indulged in her fascination at the elegant and beautiful folk of the northern jungles. Not least of all, her fascination found a focus in one individual - an elven ship’s captain named Salamar Vircyne. Salamar was several centuries her senior, though the nature of elven aging made this a subject of intense interest and by no means an obstacle to their falling hopelessly in love.
The two of them were quickly married and much celebrated by the people of Vouca. Tanika accompanied Salamar on his many voyages around the Voucan Bay, often taking a place in the rigging and observing the Isle through a telescope. Months passed, during which time she and Salamar discovered that they were with child. Delighted as they were, Tanika had no intention of letting her condition hold up her studies. She continued to work with the same fervor as before, though Salamar was strict in ensuring that she did not exert herself excessively any time the two of them went to sea.
In the final stage of Tanika’s pregnancy, a dwarven sage by the name of Arnost Colmarr arrived in Vouca. Colmarr was an artificer of sorts, and he claimed that the instruments in his laboratory at home had detected unusual activity coming from the region of the Voucan Bay. Excitedly, Tanika invited Colmarr to share everything the two of them had learned in her home. Salamar’s devotion to his wife’s success outweighed his concerns for their child; He agreed to take them out to the Isle on the condition that they hired a body of guards to defend them if anything untowards happened.
When their ship drew close, they found that the mists had indeed partially receded, and the strange buildings were visible once again. Excitedly, Tanika and Colmarr made notes and drawings. Colmarr predicted that this was happening because whatever had been dangerous about the island before was diminishing in power. He convinced Salamar that it was safe to land on the island.
So they made a steady approach, their retinue of guards at the helm with crossbows ready. Yet as they drew near, something entirely unexpected happened. The island itself began to lift up out of the sea. As it rose, both Colmarr and Tanika reached the impossible yet undeniable conclusion that the Aberrant Isle was, in fact, no island at all, but some kind of interplanar vessel.
Breathless with excitement, all on the ship watched as the ‘Isle’ rose to a height of some hundred feet, a great maelstrom raging in the water beneath it and forcing Salamar to turn the ship sidelong, lest they be swallowed into the swirling waters. And then, in the blink of an eye, the planar ship vanished from sight, releasing as it did a pulse of intense energy that spread out like a tsunami. Salamar’s ship was blown into splinters, all on board scattered into the wind like dust.
When Tanika next woke, she was slumped over a piece of flotsam in the still waters. For several hours she saw no sign of the Isle, of the ship or of anyone else who had been aboard. Then a small vessel appeared. This turned out to be Arnost Colmarr, paddling towards her in a magical folding boat he’d had in his possession. He had managed to pluck a few survivors from the water. Yet as the heavily pregnant Tanika was lifted into the boat, she was heartbroken to learn that Salamar had not been among them.
After searching for as long as they could justify, Colmarr took them back to Vouca. Yet when they arrived, they found that the town was an abject ruin. The pulse released by the departing craft had travelled the many miles to the shore and levelled almost every building. It was all Tanika and Colmarr could do to assist with the recovery of the few survivors.
Over the coming days, the people of Vouca began to salvage what they could. The majority of them realised the hopelessness of the situation and chose to leave, most of the humans going south and the elves north. Tanika was not sure where she belonged, for the child she bore belonged to both worlds.
Colmarr, showing kindness to his new friend and colleague, insisted at the very least that she needed to go somewhere her child could be delivered safely. He insisted on taking Tanika back to his commune, where several other cloistered sages lived, carrying out their own research. Between them, they had more than adequate knowledge and resources to make Tanika comfortable and bring her child into the world.
Tanika gave birth to a girl, though despite the expertise of those assisting her, the birth was anything but natural. Her daughter was born with a slew of pallid, purplish slime. Her skin was covered in red cup-marks, as though the infant had been in the grasp of an octopus that had marked her with its suckers. Initially, the shock was almost unbearable. Yet despite these things, the girl appeared to be healthy and normal. The sucker-marks faded within minutes. The slime had no discernable ill-effect. After the baby girl was cleaned up and presented to her mother, there seemed to be nothing more to be concerned about.
Tanika named the girl Eilbella - an elven name, as had been Salamar’s wish. The girl was brought up in the commune with her human mother, Arnost and his fellow sages, all of whom were dwarfs. In addition to being taught to speak elven as her mother had learned it, she also learned to speak dwarvish by proximity to the sages. For this reason, many years passed where nobody noticed that little Eilbella could community with anyone present effortlessly. She was multilingual - nobody found this strange. Yet after a time, Colmarr realised that sometimes the girl was not speaking common, or elvish, or dwarvish....or at all. Yet she could communicate nevertheless.
Over time, all in the commune came to realise that Eilbella has a magic running in her veins that was entirely different to any manipulation of the weave understood by any of them. They did what they could to help Eilbella control and direct these powers, but it quickly became evident that there was only so much they could do. This power - which nobody doubted originated with the blast in the Voucan Bay - would not remain dormant and, moreover, it seemed to have an agenda of its own.
When they felt they had done all they could, Colmarr and his fellow sages advised Tanika that Eilbella should be allowed to go and forge her own path. If she was contained in one place, the power in her would surely destroy her. With tears in her eyes, Tanika embraced her daughter and sent her on a journey to a place she’d heard of where someone might be able to set her on a path that would allow her to discover, understand and perhaps even master the magic the whorled within her.
Before Eibella departed, Colmarr informed her about his distant cousin, Gundren Rockseeke, who resides in the city of Neverwinter, and that he might be able to help Eilbella know more about the power in her. From there, Eilbella set on her ways.
(OOC: For equipment, I took starting equipment, but then "sold back" items I didn't need in order to pay for a longsword. If that's not okay, just let me know and I'll roll for the gold and buy what I can)
Class: Ranger(1)/Rogue(X) [Scout Planned... Primarily a skill-monkey/tracker]
Alignment: Chaotic Good
Backstory: Senenir was born to a poor human woman who was stolen from her home by a roving band of orcs. After his birth, his mother raised him and tried to protect him from the terrorizing of the orcs. He spent the first 24 years of his life under these circumstances before he made a fatal mistake. At the age of 24, he tried to steal a weapon from one of the orc guards and got caught. After being beaten within an inch of death, the orcs eventually decided that the punishment for his infraction would be the death of his mother. They tied his mother up and executed her in front of Senenir as he wept for forgiveness. As she lay on the ground bleeding out, an orc came from behind and knocked Senenir unconscious. Upon waking, he found that both his mother's body as well as the orcs had long left and he was alone in an unknown world. He soon stumbled upon the main road and began walking down it. Before long he came upon a traveler by the name of, Gundren Rockseeker. Taking pity on the poor half-orc, Gundren offered Senenir a ride to Phandalin where the half-orc raised himself on the streets. However, Senenir repeatedly took to Neverwinter Wood where he had grown up and spent a significant portion of his free time there. For the last 10 years, Senenir has been trying to scrape himself by, but he has never forgotten the generosity of an old dwarf who saved his life and so when Gundren called Senenir saying that he had found something big, Senenir began to trek back through the Neverwinter Woods towards Phandalin to assist in any way that he could.
Personality: The lovable brute. Although he is exceptionally strong, he rarely goes front first into a fight unless his friends are in danger. He also uses his strength primarily for helping set up allies as opposed to attacking himself. {Even though I rolled exceptionally well, the idea behind his character was to immobilize enemies using grapple and let his allies pile up.}
I am a student in CST and will be able to post at least daily. Let me know if you need anything else in my application.
This post has potentially manipulated dice roll results.
Ability scores:161114151516
Ologu
Race: Half-Orc
Class: Paladin
Alignment: Lawful Neutral
Backstory: Ologu has never met Gundren but his family has tasked to find him to see if some sort of alliance could be struck. Ologu’s family has been quite successful in the trading and transportation of goods with their base in Mirabar. Of late, they have been expanding their business connections southward as far as Triboar. It was from here that rumors had come to Ologu’s parents that an “opportunity” might present itself through a “Rockseeker”, possibly to be found in Phandalin. Ologu has had a pretty noble upbringing due to his family’s wealth, but now he is being sent to see if he can earn his family’s respect by securing a deal with Gundren or one of his brothers. Getting ahead of the market on this “Lost Mine” could secure his family for generations.
Backstory: Vrawl grew up on the docks of Luskan with his mother a kindly if simple human woman, his father having passed away at sea two years after his birth. Vrawls mother made sure he keep out of most trouble, but still Vrawl managed to wind up as a marine for ship Kurth, one of the high captains of luskan. Vrawl enjoyed the life as both sailor and soldier and had a promising future, if his morlas hadn't gotten in the way. After being asked to board and kill innocents aboard a trading ship, rather then the typical Rathym raiders he had become used to battling he realised he need a change.
Vrawl, tending to violence when he drinks, got rather drunk that night and struck the captain. He was thrown overboard, and left for dead. He wased up on the shore near Neverwinter, where the dwarf Gundren Rockseeker found him. Gundren took him to water deep and helped Vrawl get back on his feet. Vrawl is deeply indept to Gundren and would do anything for the old dwarf.
Note on the starting equipment: Sold back the scale mail and the 2 short swords and used the proceeds to buy a long sword, a chain shirt, and a quiver. Had 4 gp left over so added them to my starting coin for a total of 14 gp.
Backstory: Joanthhas run into Grunden a few times in the wilds around Neverwinter. The first time was when Grunden was set apron by highwaymen as he traveled from Gauntlgrym to Neverwinter. Though outnumbered, Grunden was holding his own and the fight was a stalemate until Joranth joined the fight on Grunden’s side. Once the fight was over Grunden growled, “I didn’t need your help, I had them right where I wanted them!!!” to which Joranth diplomatically replied, “Yes, but I needed the practice, sorry to have intruded.” Thus began a relationship that is more than just an acquaintance, but not yet a true friendship....
This post has potentially manipulated dice roll results.
If this is still open I would love to be involved.
Ability scores:1210981410
Andry Copperkettle
Race: Halfling, stout
Class: Monk
Alignment: Neutral
Backstory: Andry stands just a little taller and broader than his Stout Halfling kin. His muscles are visible through his torn, sleeveless tunic. Around his waist is an oversized golden belt with the letters "HBA CHAMP" engraved into the face of the buckle. Andry Copperkettle was the undisputed champion of the Halfling Boxing Association for years. He was beloved by the crowds, but despised by the bookies. After beating a seemingly impossible opponent, and loosing a lot of people a lot of money, Andry had to flee from allegations of cheating. He might not get to prove himself in the ring every week anymore, but he's out to prove himself to the world. And, that might just be his best match yet.
Andry probably knows Gundren just because he tries to make himself known to literally everyone. He isn't shy and is always looking for a chance to prove himself against the odds.
Backstory: Daphina grew up in a small forest gnome village in Neverwinter Wood. Her life was peaceful was secluded until one horrible day her village were attacked by a nomadic orc tribe. Daphina’ s entire village was burned down, the only survivors being Daphina and her younger brother Clayton. The two young gnomes found their way to Neverwinter, having no money and only the clothes on their back. Being the naive gnome she was, Daphina got mixed up with the local thieves guild in attempt to earn some easy money. The guild found Daphina to be an amazing thief with her naturally stealthy feet and quiet personality. She started out with just small things, but soon things got out of control and Daphina found herself earning more and more money, but the job becoming more and more dangerous. Eventually, Daphina was caught, but Clayton took the fall for her, and went to prison instead; she hasn’t seem him since. That was a dark time for Daphina. Although she said she would stop stealing, occasionally she found herself compulsively taking things from other people. In that time, Daphina attempted to pick pocket a dwarf named Gundren Rockseeker who caught her in the act, but decided to let her go; give Daphina a second chance. Ever since then, Daphina has strived to be good despite her upbringing, and has jumped at any chance to repay Gundren, leading her to take this job.
Yep! Sorry for the late notice, but last night I sent PM invites to those who were selected. Both have accepted, so I am now going to be closing this thread.
Thank you to all who applied and good luck in finding future games.
I am back in the market for recruiting players as yet another player had to drop out of my LMoP PbP game. Look at the updated first post for character creation, but here are the basics.
I am looking for a level 2 frontline damage dealer/tank. The party lost our Barbarian and I will only really be considering posts that have characters as Fighters, Barbarians, Paladins, etc.
Feel free to submit a new character if you have already posted one to this thread as the requirements have changed, and I would like to thank in advance all who apply.
I’ve been trying to get my fighter going for a while now, so that’s pretty fortuitous. Stats first. Ability scores: 13101614817
Quick backstory: Duncan was poor and abused, but ‘adopted’ by the Lord of a keep near him and allowed to live and work on the lands. After proving his worth around the keep, the lord agreed to pay for Duncan to be trained at the famous battle master academy for Duncan to return and serve as an officer of his guard. Duncan is just now out of the academy, and his Drill Sergeant was a friend of Gundren and told Duncan of the troubles there, so on his way home decided to go over to help.
((How far are you into the campaign? I’ve played only the first encounter and then the group died, so I’m sure you’re past that~ Will the campaign be ending at level 5ish when LMoP does?))
I will put down the best front-line fighter available at level two, though it does not meet any of your class restrictions....
Name: Cade Class: Druid (moon) Race: Halfling (ghostwise) Backgroun: outsider Backstory: Cade grew up in the woodlands of his homeland. He has a piece of wood from a tree near the center of his homeland, which he carries with him always, a cord around his neck going through a hole carved through the branch. He lived there with his halfling kin for his younger life, but, unlike most of his people, he desired to see the land outside of his woodland home. He would be considered rather outgoing to his people, but quite shy by the standards of those outside of his clan.
The Oghar tribe was never as large or resourceful as many orcish warbands, though they were never any less feared. The simple reason for this was that they had one thing other warbands didn’t - wolves. The Oghar orcs kept a whole pack of the beasts starved a slavering for battle. The goblins of the tribe were naturally the unlucky ones put in charge of trying to train the beasts, though hunger and maltreatment was usually enough to get the wolves to do as they were required when the time for fighting came.
These orcs would always send in the wolves first, breaking the ranks of their enemies and striking terror into the heart of their victims. Much of the time, the orcs themselves could come in afterward and take sadistic pleasure in mopping up what was left.
Such was the sad fate that befell the Li’kosh clan - a rural commune of humans and dwarves in the High moor of Faerun. Their village was hit by night and their warriors could not stand against the onslaught of the wolf vanguard. When the orcs arrived to dispatch the remaining humans and laugh as they begged for their lives, they pillaged what they could, going from hut to hut in search of anything useful or valuable.
After it was done, they returned to their own den with their spoils. Once there, they began taking stock of the loot. One of the items they had brought back with them was a large pack of blankets and leathers which were always a useful resource. However, among the material they found something they didn’t expect - a human baby girl, swaddled up in a hide blanket where her mother had hidden her from the attacking orcs, hoping that she would go unnoticed. The baby, inexplicably, did not cry or show any distress at the ordeal. Tied loosely around her neck was a leather thong with a rough hewn figuring of a wolf.
The orcs laughed and joked that the figurine must have been a message from the girl’s dead mother about what they wanted done with the infant. And so they obliged. They tossed the baby into the wolf pen, expecting them to gorge on her flesh. To their amazement, nothing of the sort happened. The wolves examined the baby, fascinated. The next day, they seemed to be protecting the child. As time passed, the orcs observed that the infant was often found playing amongst the young of the wolves themselves.
For some time, this was ignored as a curiosity. The orcs and goblins would come, look, laugh and wonder how long it would be before the wolves tired of the interloper and devoured her. It became a popular matter to place a bet on.
The size of the wolf pack was such that their pen was no mere cage - it was expansive, extending into a range of woods behind the orc camp. The infant girl was carried about by the wolf matriarch with the rest of the pack, the wolf totem always hanging from her neck.
The situation continued like this for many years. All the time the girl was with the wolves, honing her own instincts to be as sharp as theirs, learning to survive off the resources in the wild. Yet she also accompanied the pack in the forward pens, witnessing the lifestyle of the goblins and orcs, learning their language and imitating some of their more pragmatic activities, like turning a piece of rough fabric into a tunic, or sharpening a piece of metal or stone into a knife...and, of course, the swinging of large blades. Whenever the time for battle came, the wolf mother would hide the young child away in a safe place in the woods, where she knew to remain until the pack returned.
By the time the girl was eight years old, the Oghar tribe had become so accustomed to her presence in the pen that they scarcely noticed her anymore. Many of the short-lived creatures forgot how she’d even come to be there. Some said that she was the one who trained the wolves. Others said she was their mother. Similar nonsensical stories abounded.
Until one day, the goblin chief wolf-wrangler came to the pen to leash the wolves together for a raid. The girl understood every word as the orcs discussed how they were going to attack a caravan of nomadic humans who had no warriors and should make for an easy target. Knowing this, the girl put herself at the front of the pen and held out a hand towards the wolves, silently imploring them that they should not do this. To the orcs’ amazement and consternation, the whole pack remained in place, apparently obeying the young girl’s instruction.
An orc shaman promptly declared that the girl was a curse, and that they ought to immediately dispatch her if they were to gain control of their wolves back. So the pen was opened and several orcs came in, ready to strike the girl down. But before they could raise their blades, the whole pack of wolves descended and tore the orcs to pieces, not allowing them to lay so much as a hand on the girl.
On seeing this, the rest of the orc tribe were terrified, convinced that the shaman was right, that the girl was a curse who had turned their wolves against them. Some orcs and goblins continued to try to restrain the pack. Every one of them lost their life. Others simply fled, abandoning the tribe’s den and scattering the Oghar name to the wind.
When it was done, the wolves surrounded the girl, bowing their heads. The den mother approached her, nudging her shoulder towards the gate, bidding her to lead the pack out to a new home.
And so she did. They went out across the High Moors, the girl following a scent she did not recognise but which somehow called to her. The trail led her many miles, back to the site of her old home. Little was left of it by now, for the Li’kosh clan had never recovered. The only person who survived there was a druid by the name of Mathoz. He had survived the Oghar attack eight years earlier by burying himself in a trench the clan used as a latrine. When he’d emerged and found everyone dead, he cursed himself for his cowardice and vowed to spend the rest of his life holding vigil on the site of their camp, hoping that this would earn him the forgiveness of his people.
Mathoz was struck with dread one day when he saw the wolf pack approaching from a distance. Yet when he observed that they were being led by a young girl, he was curious and watched. The wolf was the ancient totem of their clan, after all. Perhaps this was a sign that his sin was finally forgiven and that he could go to rejoin his ancestors in peace?
When the girl arrived, he was perplexed to realise that she spoke only the language of the greenskins. There was something oddly familiar in the lean, amber-eyed girl’s appearance. But the totem hanging from her neck was unmistakeable - this was the daughter of the clan’s chief, returned by some miracle.
Mathoz immediately took the girl in, though he quickly learned that she was more comfortable roaming with her pack than staying in one place for long. Yet, with difficulty, he managed to explain to her that this was the place where she had been born. When he asked her name, he didn’t expect her to have an answer, yet she was able to give him one. In later years, even she could not wholly explain where she had got the name from. The best she could say was that it had been communicated to her by the wolves who had raised her, and that the name she gave was that thought translated into words fitting for human tongues. The name was O’alana.
Over time, Mathoz taught O’alana the common tongue of men. Though he was elderly, his druidic magic kept him sustained, while O’alana’s primal skills and the help of the wolf pack kept her safe and well nourished. From the salvaged ruins of the village, she acquired for herself a battleaxe and, for the first time in her life, felt that the possession of teeth was no longer the one thing separating her from her lupine kin.
The march of time, however, relents for nobody. Mathoz died peacefully, satisfied that he had atoned for his cowardice by welcoming O’alana back into her home. The pack’s den mother fell asleep one night, and the pack dispersed without a trace, as if they knew that O’alana’s time with them was at an end. O’alana - having been a pack animal her entire life - was suddenly alone. Yet she sensed deep in her soul that the pack had not abandoned her, rather shown her that it was time for them all to seek their own paths. Turning her face to the sky, she closed her eyes and picked up a new scent.
Years later, talk sometimes arose in the towns and villages of a young woman sighted in the wilderness with golden eyes, hide clothes and charcoal grey hair like the pelt of a wolf, with amber jewels woven into it that seemed to glow beneath her hood. Her passing was frequently accompanied by the distant howling of a wolf pack, and it was said that those who troubled her on the road were rarely seen again, for the kindred spirit between wolves can never truly be abandoned.
I'll come up with an adventure hook if I'm selected, since I'm not sure where the party is at. It'd be easier to come up with something once I know more.
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*(Please read here first: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/87676-ctleath13s-lmop-re-recruitment-re-recruiting?comment=18)*
Hello all!
I recently had one player drop out of my LMoP PbP campaign I have been running for the past two months due to an unforeseen occurrence. Because of this, I am back in market of recruiting a players to fill their spots.
For those applying, here are things to keep in mind:
1. Looking for 2 PCs who have not played the Lost Mines of Phandelver module
2. All levels of D&D/PbP experience are welcomed
3. All I ask activity wise is to post a couple times a day. I myself am in CST, and can reply to things most times of the day. If/When IRL complications arise, please just let me know so that I can adjust accordingly to keep the game moving by taking over your character or something similar.
4. We will be using DnD Beyond PMs as an OOC chat.
5. Character Creation:
The current party consists of a Satyr Warlock (Archfey), Gnome Rogue, Half Elf Sorcerer (Divine Soul), and a Dwarf Cleric (Forge). The group has just started the 2nd chapter of the module, so new characters will be made at level 2, meeting the current party in the town of Phandalin. What that means is that I am looking for level 2 characters who can complement the current party composition. I will leave it up to you, but we just lost our Barbarian which means I am only going to be looking at applications with a frontline damage dealer/tank.
a) Ability Scores: Roll one set stats on this thread, re-rolling ones once. If you roll, but don’t like the outcome, standard array or point buy is fine.
b) Race: All official races. I’m willing to allow homebrew and UA if you run it by me first.
c) Class: Same thing as race. All official classes and subclasses are allowed, including homebrew if I review it first.
d) Alignment: I would prefer good aligned characters, but neutral is completely fine if that fits for your character. In general, just no evil alignments.
e) XP/Hit Points: We will be using milestone XP and fixed hit points.
f) Equipment: Gold or class equipment. It doesn’t matter to me as long as if you choose gold, roll it in this thread.
g) Backstory: Make it as short or as long as you would like, just know I may integrate some elements into our campaign if it makes sense. (Look at the adventure hook to properly integrate a backstory).
I think that covers everything, but if you still have a question, feel free to PM me. For now I will plan to leave this recruitment thread open for a couple days before selecting the extra party member.
Adventure Hook:
In the city of Neverwinter, a dwarf named Gundren Rockseeker asked you to meet him in in the rough-and-tumble settlement of Phandalin, a couple of days’ travel southeast of the city where he would meet you with a wagonload of provisions and supplies. Gundren was clearly excited and more than a little secretive about his reasons for the trip, saying only that he and his brothers had found “something big,” and that something bud was in store if you would meet him at Barthen’s Provisions, a trading post in Phandalin in 5 days time.
You’ve spent the last few days traveling to Phandalin, and have been delayed by (insert problem here). Due to this, you arrived at Phandalin late and have yet to see Gundren. Will he be mad at you for accidentally standing him up?
*In your backstory, try to include a sentence or two about how or why you know Gundren and why you would be late to meet him in Phandalin*
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Ability scores: 15 11 13 14 15 18
Name: Cade Briar
Class: Druid (moon)
Race: Ghostwise Halfling
Background: Outlander
Backstory:
Cade grew up in the Nunwood region of Chondalwood. He has a piece of wood from a tree near the center of the Nunwood, which he carries with him always, a cord around his neck going through a hole carved through the branch. He lived there with his halfling kin for his younger life, but, unlike most of his people, he desired to see the land outside of his woodland home. He would be considered rather outgoing to his people, but quite shy by the standards of those outside of his clan.
He often traveled to the tree where the Emerald Enclave had a warden for the forest, put there to make sure the lunbermen from Hlath and Reth did not harm the forest with their work. The current warden was a wood elf maid, who was more than happy to talk to Cade about the world outside of the Chondalwood. Due to needing to keep an eye on the lunbermen, the warden's tree was located nearer the edge of the forest, so Cade had many chances to watch the men as they cut down trees and planted new.
One day Cade decided he wished to see this land outside of his homeland for himself. With some advice from the Emerald Enclave's Warden, he traveled to Hlath, since it was a port city. He spent a few months in Hlath, seeing the sights and getting to know the city. He knew he wished to see other places, the City of Wonders called Waterdeep, was high on his list. He did odd jobs around the city, learning quickly that money was required in the land outside of the Chondalwood. He eventually booked passage, and started his great adventure.
The boat dropped him off in Neverwinter though, where he was to make his way to Waterdeep overland. Being ever curious, he did not go straight to Waterdeep though, but spent some time in the woodlands around Neverwinter, eventually makin ghis way to a small village named Phandalin. (Or in the general area if that helps out more...)
a) Ability Scores: 12 14 11 17 12 12
b) Race: Mountain Dwarf
c) Class: Fighter (planning Rune Knight)
d) Alignment: lawful good
e) Backstory: Syr Braglyn Fireforge was a young dwarf learning the language of the runes when he received a message from his cousin Gundren Rockseeker, to meet him in Phandelin. Gundren's message had mentioned glory and recovering "something big!" for their family. As a knight Syr Braglyn was honor bound to fulfill Gundren's familial request and join him in his quest.
https://ddb.ac/characters/38998704/OE8yqXhttps://ddb.ac/characters/40562957/nVOfG5
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Ability Scores: 16 14 13 14 9 10
Name: Vulmar Ventoris
Race: Half-elf
Class: Sorcerer (Divine Soul)
Alignment: Chaotic Good
Backstory: When the village of Torzac was razed by drow, there were but two survivors. One was Tharivol, a devout cleric of Sehanine Moonbow. The other was a young half-elf named Vulmar. Inspired by Tharivol's divine aegis and heroism in a time of pain and sorrow, Vulmar asked to follow Tharivol back to his home temple, where Vulmar was brought up in the tradition of the elven moon goddess.
Despite his whole-hearted devotion to Sehanine, there was a certain aggression in Vulmar's heart. What was first dismissed as typical half-human brutishness soon became apparent as a sort of fanaticism. He began to have dreams, of dark elves and undead and all manner of evil creatures. They crept through the dark night, ready to slaughter the pure and innocent. Each time, the moon emerged from behind the clouds. Each time, these manifestations of evil melted in the purifying light of Sehanine. Equally as troubling to the orthodox clergy was Vulmar's innate knack for the divine. He had a habit of underparticipating in services and rituals, but overparticipating in fine food and drink. Heedless of this, his connection to Sehanine was indisputable, and growing stronger every month.
He began to ask more questions - questions about why the temple did not take more action in the world. About why their goddess preferred lip service over righteous deeds. Not surprisingly, Vulmar was expelled from the temple. Not surprisingly, this suited him fine. It was fine to pray for justice and heroism. But someone had to actually do it. But a man cannot save the Realms on an empty stomach and a light coinpurse. Thus, looking for work as a mercenary (and expecting only to do 'good' work), he signed on with Gundren. It has been a few months since his last job for Gundren (which had been fairly profitable escort of a trading caravan to Waterdeep) and supplies were running low when he was contacted once more.
Character Sheet: https://ddb.ac/characters/39002076/2d1xUC
Another medical problem. Indefinite hiatus. Sorry, all.
Ability scores: 14 14 14 14 16 13
Name: Marcus Toll
Race: Human-Variant
Class: Rogue (1)/Wizard (1)
Alignment: Neutral
Background: Soldier
Backstory: One could regal you with stories of a family lost, love spurned, and fortunes wasting away but Marcus wouldn't want that. Marcus is a Soldier and those things are part of a soldier's life. He set out to seek his fortune and hasn't looked back. "He's not going that way." he'd tell you. Having finished his last job, employed by a Wizard, she taught him magic and he did things for her, Marcus has made his way up north to the quaint little village to try and make some gold, save a few damsels, and just generally live a life worthwhile.
Personality: Marcus is a power orientated person. The more wealth and personal power he accumulates the better off he is. Marcus has 1 goal in mind, die a fat-rich old man surrounded by young, beautiful women that cater to his every need. How he gets there is however the fates deem it. When he works for someone, he works for them. Same as if he is part of a party, he works to bring about the party goals. If he nicks a few things here and there, what's the problem? As long as the end goal is met, Marcus sees no problem with it.
https://www.dndbeyond.com/profile/leapingmountain/characters/39005230
Ability scores: 10 14 7 13 14 8 ((Created character with standard but rolling to see what I like better))
https://ddb.ac/characters/39002608/SjBQPi
Race: Halfling
Class: Bard
Backstory:
Growing up Strafe was always an independent child, preferring to learn things the hard way instead of doing what his parents said. That’s not say he didn’t love them, especially his mother. He adored her voice and the way she would tell tales of their people. He would sit for however long it took for her to finish, ignoring his friends and all other distractions. Then one year she took sick, her voice and breath were the first things to go. Her life shortly followed. This loss devastated Strafe’s father, and what once was a decent father/son relationship soon became strained under the unwanted attention and worry Strafe received from his father. This drove Strafe to spend more and more time on the streets following his friends who were less than honorable. They valued him for his adept hands, and stealth abilities. Another friend Strafe cultivated was an old minstrel in one of the taverns that dot Neverwinter. One day his “friends” approached him for a job, that involved the maiming of someone who was moving in on their territory and Strafe flat refused. They chased him until he hid at the inn where Strafe’s friend and mentor was working. Strafe told him what had happened and asked for help and it was then that his friend told him to sneak out the back under a disguise and look for his friend Gundren who was supposed to be appearing in Phandalin soon. Disguise in place, and thoughts and hopes set on a life of adventuring and telling his own tales now, Strafe sets out for Phandalin.
I also have a semi desk job and am in CST area as well. So I am on dndbeyond most of the day.
Ability scores: 18 8 13 14 16 12
Name: Eilbella Vircyne
Race: Half-elf
Class: Sorcerer (Aberrant Mind)
Alignment: CG
Background: Sailor
Backstory:
You won’t often hear of the ‘Voucan Catastrophe’. If you do, it will most likely be in the context of relief that such a thing did not happen somewhere more important or heavily populated. Though perhaps people would not be so disinterested if they were to somehow learn of the singular mysteries that lay at the heart of the event.
The town of Vouca was a fishing village that lay between the colonial savannahs of Colspan and the northern jungles of Mafanco. The former being populated mostly by humans and the latter by elves, Vouca was known to the region as an overlap of cultures, where both races came to work and learn together. But mostly, they shared their combined mastery of the seas to exploit the expansive Voucan Bay for its rich diversity of sea life.
To call it a ‘bay’ was indeed something of a misnomer, for it dwarfed many inland seas. It was large enough for a ship to head out for days at a time, returning loaded with a bounty of fish, shrimp, shark, squid and, at times, even more exotic fare.
The only part of the bay that nobody approached was the island in the centre, known only as the ‘Aberrant Isle’. It was continually shrouded in mist and anyone who had ever tried to moor at it had disappeared without a trace. It seemed that even the fish avoided going near it, meaning there was little apparent reward in anyone risking their life to approach, and so it was left undisturbed.
One day there was much of a buzz about town that a renowned - if rather eccentric - explorer had taken residence. Her name was Tanika Duhall and she was a scholar of interplanar relationships, especially those that were less well understood than the well documented realms of the “Great Wheel Cosmology”. She had a great interest in the Aberrant Isle, though her eagerness was not so great as to ignore the many warnings of the locals about the dangers of travelling there. So she conducted her studies from afar to begin with.
Elves were relatively uncommon in the land of Wivensbrent, where Tanika had come from. In between her studies of the Isle, she indulged in her fascination at the elegant and beautiful folk of the northern jungles. Not least of all, her fascination found a focus in one individual - an elven ship’s captain named Salamar Vircyne. Salamar was several centuries her senior, though the nature of elven aging made this a subject of intense interest and by no means an obstacle to their falling hopelessly in love.
The two of them were quickly married and much celebrated by the people of Vouca. Tanika accompanied Salamar on his many voyages around the Voucan Bay, often taking a place in the rigging and observing the Isle through a telescope. Months passed, during which time she and Salamar discovered that they were with child. Delighted as they were, Tanika had no intention of letting her condition hold up her studies. She continued to work with the same fervor as before, though Salamar was strict in ensuring that she did not exert herself excessively any time the two of them went to sea.
In the final stage of Tanika’s pregnancy, a dwarven sage by the name of Arnost Colmarr arrived in Vouca. Colmarr was an artificer of sorts, and he claimed that the instruments in his laboratory at home had detected unusual activity coming from the region of the Voucan Bay. Excitedly, Tanika invited Colmarr to share everything the two of them had learned in her home. Salamar’s devotion to his wife’s success outweighed his concerns for their child; He agreed to take them out to the Isle on the condition that they hired a body of guards to defend them if anything untowards happened.
When their ship drew close, they found that the mists had indeed partially receded, and the strange buildings were visible once again. Excitedly, Tanika and Colmarr made notes and drawings. Colmarr predicted that this was happening because whatever had been dangerous about the island before was diminishing in power. He convinced Salamar that it was safe to land on the island.
So they made a steady approach, their retinue of guards at the helm with crossbows ready. Yet as they drew near, something entirely unexpected happened. The island itself began to lift up out of the sea. As it rose, both Colmarr and Tanika reached the impossible yet undeniable conclusion that the Aberrant Isle was, in fact, no island at all, but some kind of interplanar vessel.
Breathless with excitement, all on the ship watched as the ‘Isle’ rose to a height of some hundred feet, a great maelstrom raging in the water beneath it and forcing Salamar to turn the ship sidelong, lest they be swallowed into the swirling waters. And then, in the blink of an eye, the planar ship vanished from sight, releasing as it did a pulse of intense energy that spread out like a tsunami. Salamar’s ship was blown into splinters, all on board scattered into the wind like dust.
When Tanika next woke, she was slumped over a piece of flotsam in the still waters. For several hours she saw no sign of the Isle, of the ship or of anyone else who had been aboard. Then a small vessel appeared. This turned out to be Arnost Colmarr, paddling towards her in a magical folding boat he’d had in his possession. He had managed to pluck a few survivors from the water. Yet as the heavily pregnant Tanika was lifted into the boat, she was heartbroken to learn that Salamar had not been among them.
After searching for as long as they could justify, Colmarr took them back to Vouca. Yet when they arrived, they found that the town was an abject ruin. The pulse released by the departing craft had travelled the many miles to the shore and levelled almost every building. It was all Tanika and Colmarr could do to assist with the recovery of the few survivors.
Over the coming days, the people of Vouca began to salvage what they could. The majority of them realised the hopelessness of the situation and chose to leave, most of the humans going south and the elves north. Tanika was not sure where she belonged, for the child she bore belonged to both worlds.
Colmarr, showing kindness to his new friend and colleague, insisted at the very least that she needed to go somewhere her child could be delivered safely. He insisted on taking Tanika back to his commune, where several other cloistered sages lived, carrying out their own research. Between them, they had more than adequate knowledge and resources to make Tanika comfortable and bring her child into the world.
Tanika gave birth to a girl, though despite the expertise of those assisting her, the birth was anything but natural. Her daughter was born with a slew of pallid, purplish slime. Her skin was covered in red cup-marks, as though the infant had been in the grasp of an octopus that had marked her with its suckers. Initially, the shock was almost unbearable. Yet despite these things, the girl appeared to be healthy and normal. The sucker-marks faded within minutes. The slime had no discernable ill-effect. After the baby girl was cleaned up and presented to her mother, there seemed to be nothing more to be concerned about.
Tanika named the girl Eilbella - an elven name, as had been Salamar’s wish. The girl was brought up in the commune with her human mother, Arnost and his fellow sages, all of whom were dwarfs. In addition to being taught to speak elven as her mother had learned it, she also learned to speak dwarvish by proximity to the sages. For this reason, many years passed where nobody noticed that little Eilbella could community with anyone present effortlessly. She was multilingual - nobody found this strange. Yet after a time, Colmarr realised that sometimes the girl was not speaking common, or elvish, or dwarvish....or at all. Yet she could communicate nevertheless.
Over time, all in the commune came to realise that Eilbella has a magic running in her veins that was entirely different to any manipulation of the weave understood by any of them. They did what they could to help Eilbella control and direct these powers, but it quickly became evident that there was only so much they could do. This power - which nobody doubted originated with the blast in the Voucan Bay - would not remain dormant and, moreover, it seemed to have an agenda of its own.
When they felt they had done all they could, Colmarr and his fellow sages advised Tanika that Eilbella should be allowed to go and forge her own path. If she was contained in one place, the power in her would surely destroy her. With tears in her eyes, Tanika embraced her daughter and sent her on a journey to a place she’d heard of where someone might be able to set her on a path that would allow her to discover, understand and perhaps even master the magic the whorled within her.
Before Eibella departed, Colmarr informed her about his distant cousin, Gundren Rockseeke, who resides in the city of Neverwinter, and that he might be able to help Eilbella know more about the power in her. From there, Eilbella set on her ways.
https://ddb.ac/characters/38916366/F1xZ05
That’s completely fine!
I don’t see it anywhere on DnD Beyond so I’m wondering if it has been archived, but if you can find a way to access it, feel free to use it.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Ability scores: 18 7 16 13 15 12
Senenir Roughhide
Race: Half-Orc
Class: Ranger(1)/Rogue(X) [Scout Planned... Primarily a skill-monkey/tracker]
Alignment: Chaotic Good
Backstory: Senenir was born to a poor human woman who was stolen from her home by a roving band of orcs. After his birth, his mother raised him and tried to protect him from the terrorizing of the orcs. He spent the first 24 years of his life under these circumstances before he made a fatal mistake. At the age of 24, he tried to steal a weapon from one of the orc guards and got caught. After being beaten within an inch of death, the orcs eventually decided that the punishment for his infraction would be the death of his mother. They tied his mother up and executed her in front of Senenir as he wept for forgiveness. As she lay on the ground bleeding out, an orc came from behind and knocked Senenir unconscious. Upon waking, he found that both his mother's body as well as the orcs had long left and he was alone in an unknown world. He soon stumbled upon the main road and began walking down it. Before long he came upon a traveler by the name of, Gundren Rockseeker. Taking pity on the poor half-orc, Gundren offered Senenir a ride to Phandalin where the half-orc raised himself on the streets. However, Senenir repeatedly took to Neverwinter Wood where he had grown up and spent a significant portion of his free time there. For the last 10 years, Senenir has been trying to scrape himself by, but he has never forgotten the generosity of an old dwarf who saved his life and so when Gundren called Senenir saying that he had found something big, Senenir began to trek back through the Neverwinter Woods towards Phandalin to assist in any way that he could.
Personality: The lovable brute. Although he is exceptionally strong, he rarely goes front first into a fight unless his friends are in danger. He also uses his strength primarily for helping set up allies as opposed to attacking himself. {Even though I rolled exceptionally well, the idea behind his character was to immobilize enemies using grapple and let his allies pile up.}
I am a student in CST and will be able to post at least daily. Let me know if you need anything else in my application.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Ability scores: 16 11 14 15 15 16
Ologu
Race: Half-Orc
Class: Paladin
Alignment: Lawful Neutral
Backstory: Ologu has never met Gundren but his family has tasked to find him to see if some sort of alliance could be struck. Ologu’s family has been quite successful in the trading and transportation of goods with their base in Mirabar. Of late, they have been expanding their business connections southward as far as Triboar. It was from here that rumors had come to Ologu’s parents that an “opportunity” might present itself through a “Rockseeker”, possibly to be found in Phandalin. Ologu has had a pretty noble upbringing due to his family’s wealth, but now he is being sent to see if he can earn his family’s respect by securing a deal with Gundren or one of his brothers. Getting ahead of the market on this “Lost Mine” could secure his family for generations.
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
Ability scores: 13 12 15 18 11 14
Name: Vrawl
Race: Half Orc
Class: Barbarian
Alignment: Neutral Good
Background: Marine
Backstory: Vrawl grew up on the docks of Luskan with his mother a kindly if simple human woman, his father having passed away at sea two years after his birth. Vrawls mother made sure he keep out of most trouble, but still Vrawl managed to wind up as a marine for ship Kurth, one of the high captains of luskan. Vrawl enjoyed the life as both sailor and soldier and had a promising future, if his morlas hadn't gotten in the way. After being asked to board and kill innocents aboard a trading ship, rather then the typical Rathym raiders he had become used to battling he realised he need a change.
Vrawl, tending to violence when he drinks, got rather drunk that night and struck the captain. He was thrown overboard, and left for dead. He wased up on the shore near Neverwinter, where the dwarf Gundren Rockseeker found him. Gundren took him to water deep and helped Vrawl get back on his feet. Vrawl is deeply indept to Gundren and would do anything for the old dwarf.
https://ddb.ac/characters/39086847/u0I2UI
Ability scores: 15 16 12 15 18 12
Ouch!!! Well looks like I’ll be using point buy..... more to come in a bit.
Didn’t like the gold roll, deleted it (hence the warning) and will use starting equipment
Joranth Wanderer
https://ddb.ac/characters/38920995/d8PS1K
Race: Human
Class: Ranger
Alignment: Neutral Good
Note on the starting equipment: Sold back the scale mail and the 2 short swords and used the proceeds to buy a long sword, a chain shirt, and a quiver. Had 4 gp left over so added them to my starting coin for a total of 14 gp.
Backstory: Joanth has run into Grunden a few times in the wilds around Neverwinter. The first time was when Grunden was set apron by highwaymen as he traveled from Gauntlgrym to Neverwinter. Though outnumbered, Grunden was holding his own and the fight was a stalemate until Joranth joined the fight on Grunden’s side. Once the fight was over Grunden growled, “I didn’t need your help, I had them right where I wanted them!!!” to which Joranth diplomatically replied, “Yes, but I needed the practice, sorry to have intruded.” Thus began a relationship that is more than just an acquaintance, but not yet a true friendship....
Oriovar - Wood Elf Cleric (1) - Sword Coast Campaign
Roy Quigley - Human Artificer (1) - Karrion's Spelljammer Academy Starboard
If this is still open I would love to be involved.
Ability scores: 12 10 9 8 14 10
Andry Copperkettle
Race: Halfling, stout
Class: Monk
Alignment: Neutral
Backstory: Andry stands just a little taller and broader than his Stout Halfling kin. His muscles are visible through his torn, sleeveless tunic. Around his waist is an oversized golden belt with the letters "HBA CHAMP" engraved into the face of the buckle. Andry Copperkettle was the undisputed champion of the Halfling Boxing Association for years. He was beloved by the crowds, but despised by the bookies. After beating a seemingly impossible opponent, and loosing a lot of people a lot of money, Andry had to flee from allegations of cheating. He might not get to prove himself in the ring every week anymore, but he's out to prove himself to the world. And, that might just be his best match yet.
Andry probably knows Gundren just because he tries to make himself known to literally everyone. He isn't shy and is always looking for a chance to prove himself against the odds.
Link: https://www.dndbeyond.com/profile/allthepeoplejosh/characters/39086556
Ability scores: 13 8 14 12 16 16
Name: Daphina
Race: Forest Gnome
Class: Rogue
Alignment: Chaotic good
Backstory: Daphina grew up in a small forest gnome village in Neverwinter Wood. Her life was peaceful was secluded until one horrible day her village were attacked by a nomadic orc tribe. Daphina’ s entire village was burned down, the only survivors being Daphina and her younger brother Clayton. The two young gnomes found their way to Neverwinter, having no money and only the clothes on their back. Being the naive gnome she was, Daphina got mixed up with the local thieves guild in attempt to earn some easy money. The guild found Daphina to be an amazing thief with her naturally stealthy feet and quiet personality. She started out with just small things, but soon things got out of control and Daphina found herself earning more and more money, but the job becoming more and more dangerous. Eventually, Daphina was caught, but Clayton took the fall for her, and went to prison instead; she hasn’t seem him since. That was a dark time for Daphina. Although she said she would stop stealing, occasionally she found herself compulsively taking things from other people. In that time, Daphina attempted to pick pocket a dwarf named Gundren Rockseeker who caught her in the act, but decided to let her go; give Daphina a second chance. Ever since then, Daphina has strived to be good despite her upbringing, and has jumped at any chance to repay Gundren, leading her to take this job.
Have you already selected replacements?
Yep! Sorry for the late notice, but last night I sent PM invites to those who were selected. Both have accepted, so I am now going to be closing this thread.
Thank you to all who applied and good luck in finding future games.
-Ctleath13
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Hello all!
I am back in the market for recruiting players as yet another player had to drop out of my LMoP PbP game. Look at the updated first post for character creation, but here are the basics.
I am looking for a level 2 frontline damage dealer/tank. The party lost our Barbarian and I will only really be considering posts that have characters as Fighters, Barbarians, Paladins, etc.
Feel free to submit a new character if you have already posted one to this thread as the requirements have changed, and I would like to thank in advance all who apply.
Original post: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/87676-ctleath13s-lmop-re-recruitment-re-recruiting?comment=1
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
I’ve been trying to get my fighter going for a while now, so that’s pretty fortuitous. Stats first.
Ability scores: 13 10 16 14 8 17
Quick backstory: Duncan was poor and abused, but ‘adopted’ by the Lord of a keep near him and allowed to live and work on the lands. After proving his worth around the keep, the lord agreed to pay for Duncan to be trained at the famous battle master academy for Duncan to return and serve as an officer of his guard. Duncan is just now out of the academy, and his Drill Sergeant was a friend of Gundren and told Duncan of the troubles there, so on his way home decided to go over to help.
((How far are you into the campaign? I’ve played only the first encounter and then the group died, so I’m sure you’re past that~ Will the campaign be ending at level 5ish when LMoP does?))
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Ability scores: 12 11 18 13 13 13
I will put down the best front-line fighter available at level two, though it does not meet any of your class restrictions....
Name: Cade
Class: Druid (moon)
Race: Halfling (ghostwise)
Backgroun: outsider
Backstory:
Cade grew up in the woodlands of his homeland. He has a piece of wood from a tree near the center of his homeland, which he carries with him always, a cord around his neck going through a hole carved through the branch. He lived there with his halfling kin for his younger life, but, unlike most of his people, he desired to see the land outside of his woodland home. He would be considered rather outgoing to his people, but quite shy by the standards of those outside of his clan.
...
Name: O'alana
Class: Barbarian (wolf totem)
Race: Human (variant)
Background: Outlander
Backstory:
The Oghar tribe was never as large or resourceful as many orcish warbands, though they were never any less feared. The simple reason for this was that they had one thing other warbands didn’t - wolves. The Oghar orcs kept a whole pack of the beasts starved a slavering for battle. The goblins of the tribe were naturally the unlucky ones put in charge of trying to train the beasts, though hunger and maltreatment was usually enough to get the wolves to do as they were required when the time for fighting came.
These orcs would always send in the wolves first, breaking the ranks of their enemies and striking terror into the heart of their victims. Much of the time, the orcs themselves could come in afterward and take sadistic pleasure in mopping up what was left.
Such was the sad fate that befell the Li’kosh clan - a rural commune of humans and dwarves in the High moor of Faerun. Their village was hit by night and their warriors could not stand against the onslaught of the wolf vanguard. When the orcs arrived to dispatch the remaining humans and laugh as they begged for their lives, they pillaged what they could, going from hut to hut in search of anything useful or valuable.
After it was done, they returned to their own den with their spoils. Once there, they began taking stock of the loot. One of the items they had brought back with them was a large pack of blankets and leathers which were always a useful resource. However, among the material they found something they didn’t expect - a human baby girl, swaddled up in a hide blanket where her mother had hidden her from the attacking orcs, hoping that she would go unnoticed. The baby, inexplicably, did not cry or show any distress at the ordeal. Tied loosely around her neck was a leather thong with a rough hewn figuring of a wolf.
The orcs laughed and joked that the figurine must have been a message from the girl’s dead mother about what they wanted done with the infant. And so they obliged. They tossed the baby into the wolf pen, expecting them to gorge on her flesh. To their amazement, nothing of the sort happened. The wolves examined the baby, fascinated. The next day, they seemed to be protecting the child. As time passed, the orcs observed that the infant was often found playing amongst the young of the wolves themselves.
For some time, this was ignored as a curiosity. The orcs and goblins would come, look, laugh and wonder how long it would be before the wolves tired of the interloper and devoured her. It became a popular matter to place a bet on.
The size of the wolf pack was such that their pen was no mere cage - it was expansive, extending into a range of woods behind the orc camp. The infant girl was carried about by the wolf matriarch with the rest of the pack, the wolf totem always hanging from her neck.
The situation continued like this for many years. All the time the girl was with the wolves, honing her own instincts to be as sharp as theirs, learning to survive off the resources in the wild. Yet she also accompanied the pack in the forward pens, witnessing the lifestyle of the goblins and orcs, learning their language and imitating some of their more pragmatic activities, like turning a piece of rough fabric into a tunic, or sharpening a piece of metal or stone into a knife...and, of course, the swinging of large blades. Whenever the time for battle came, the wolf mother would hide the young child away in a safe place in the woods, where she knew to remain until the pack returned.
By the time the girl was eight years old, the Oghar tribe had become so accustomed to her presence in the pen that they scarcely noticed her anymore. Many of the short-lived creatures forgot how she’d even come to be there. Some said that she was the one who trained the wolves. Others said she was their mother. Similar nonsensical stories abounded.
Until one day, the goblin chief wolf-wrangler came to the pen to leash the wolves together for a raid. The girl understood every word as the orcs discussed how they were going to attack a caravan of nomadic humans who had no warriors and should make for an easy target. Knowing this, the girl put herself at the front of the pen and held out a hand towards the wolves, silently imploring them that they should not do this. To the orcs’ amazement and consternation, the whole pack remained in place, apparently obeying the young girl’s instruction.
An orc shaman promptly declared that the girl was a curse, and that they ought to immediately dispatch her if they were to gain control of their wolves back. So the pen was opened and several orcs came in, ready to strike the girl down. But before they could raise their blades, the whole pack of wolves descended and tore the orcs to pieces, not allowing them to lay so much as a hand on the girl.
On seeing this, the rest of the orc tribe were terrified, convinced that the shaman was right, that the girl was a curse who had turned their wolves against them. Some orcs and goblins continued to try to restrain the pack. Every one of them lost their life. Others simply fled, abandoning the tribe’s den and scattering the Oghar name to the wind.
When it was done, the wolves surrounded the girl, bowing their heads. The den mother approached her, nudging her shoulder towards the gate, bidding her to lead the pack out to a new home.
And so she did. They went out across the High Moors, the girl following a scent she did not recognise but which somehow called to her. The trail led her many miles, back to the site of her old home. Little was left of it by now, for the Li’kosh clan had never recovered. The only person who survived there was a druid by the name of Mathoz. He had survived the Oghar attack eight years earlier by burying himself in a trench the clan used as a latrine. When he’d emerged and found everyone dead, he cursed himself for his cowardice and vowed to spend the rest of his life holding vigil on the site of their camp, hoping that this would earn him the forgiveness of his people.
Mathoz was struck with dread one day when he saw the wolf pack approaching from a distance. Yet when he observed that they were being led by a young girl, he was curious and watched. The wolf was the ancient totem of their clan, after all. Perhaps this was a sign that his sin was finally forgiven and that he could go to rejoin his ancestors in peace?
When the girl arrived, he was perplexed to realise that she spoke only the language of the greenskins. There was something oddly familiar in the lean, amber-eyed girl’s appearance. But the totem hanging from her neck was unmistakeable - this was the daughter of the clan’s chief, returned by some miracle.
Mathoz immediately took the girl in, though he quickly learned that she was more comfortable roaming with her pack than staying in one place for long. Yet, with difficulty, he managed to explain to her that this was the place where she had been born. When he asked her name, he didn’t expect her to have an answer, yet she was able to give him one. In later years, even she could not wholly explain where she had got the name from. The best she could say was that it had been communicated to her by the wolves who had raised her, and that the name she gave was that thought translated into words fitting for human tongues. The name was O’alana.
Over time, Mathoz taught O’alana the common tongue of men. Though he was elderly, his druidic magic kept him sustained, while O’alana’s primal skills and the help of the wolf pack kept her safe and well nourished. From the salvaged ruins of the village, she acquired for herself a battleaxe and, for the first time in her life, felt that the possession of teeth was no longer the one thing separating her from her lupine kin.
The march of time, however, relents for nobody. Mathoz died peacefully, satisfied that he had atoned for his cowardice by welcoming O’alana back into her home. The pack’s den mother fell asleep one night, and the pack dispersed without a trace, as if they knew that O’alana’s time with them was at an end. O’alana - having been a pack animal her entire life - was suddenly alone. Yet she sensed deep in her soul that the pack had not abandoned her, rather shown her that it was time for them all to seek their own paths. Turning her face to the sky, she closed her eyes and picked up a new scent.
Years later, talk sometimes arose in the towns and villages of a young woman sighted in the wilderness with golden eyes, hide clothes and charcoal grey hair like the pelt of a wolf, with amber jewels woven into it that seemed to glow beneath her hood. Her passing was frequently accompanied by the distant howling of a wolf pack, and it was said that those who troubled her on the road were rarely seen again, for the kindred spirit between wolves can never truly be abandoned.
I'll come up with an adventure hook if I'm selected, since I'm not sure where the party is at. It'd be easier to come up with something once I know more.