For the past several days, the talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised — and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
According to a retired adventurer and merchant named Syndra Silvane, the source of this lethal phenomenon lies somewhere on the peninsula of Chult: A wild land full of lost cities, forgotten deities and ancient mysteries. A land where bird people soar the skies, packs of lycantropes roam the jungle and local tribes of strange warriors use blood to cast curses on their enemies.
But Syndra can't do this herself, as she's suffering from the death curse herself. She will need brave adventurers willing to explore Chult and discover the source of the curse in her stead...
Hello there! My Hoard of the Dragon Queen campaign is going smoothly, so I'm feeling confident enough to DM another PbP campaign. I'm not the only one on this forum DMing two separate adventures at the same time, and I won't be the last. Super excited to run my take of this module, this adventure is one of my favorites.
First things first, the Homebrew changes and other important stuff:
Milestone leveling
This campaign still takes place on the Forgotten Realms, but two things have been borrowed from Wildemount: The first are the [equipment]Moorbounder[/equipment]s, big panthers with tusks, small tails and goat-like eyes that can be trained as mounts, which don't look out of place within the strange fauna of Chult.The second is the Blood Hunter class, because the blood magic aspect of it mixes well with some of the Aztec-inspired elements present on Chult. These two things are native from Chult, and Chult only: If your character is not from there, they won't be familiar with it.
The Aarakocra, the Tabaxi, the Yuan-Ti and the Grung are all races that exist in Chult, and so I'm making them available to you if you want to play as a local from one of these races or as the descendant of immigrants who travelled to Faerun for whatever reason. Human and Variant Human can also be played as Chulteans.
As written, Chult is a cultural kitchen sink featuring fantasy elements from African and Aztec/Mexica cultures, along with all kinds of other stuff (including dinosaurs). When expanding on the Chultean cultures for this campaign, I wrote what I knew best, so there's an even more noticeable influence from the Mexica mythology side of things. So... If that makes you uncomfortable, fair warning.
I wanted to make Chultean culture unique and separate from Faerun, so while there's still worship of Fareunian pantheon on the main city and some tribes, I also took the liberty to add more lore by borrowing two deities from Matizca (while also homebrewing them a little), a real world deity from the actual Mexica pantheon (If Forgotten Realms can borrow Tyr from the Norse myths, then I can borrow Huehuecoyotl), a mythological figure from my own country's folklore and two extremely minor Forgotten Realms deities that appeared in like, a Dragon magazine adventure once and then never got used for anything else ever again, one even getting officially retconned in canon proper as of 5e. I also expanded on the Tabaxi pantheon by giving the Cat Lord an actual name besides his title, among other things.
There's a lot of dark themes on this campaign, including fantasy racism, colonialism, slavery, cannibalism and human sacrifices. Again, fair warning for those of you who are uncomfortable with such themes, this campaign might not be for you.
With the exception of the BBEG and some of the other villains, there's a lot of Gray-and-Gray Morality going on and there's always more than what meets the eye. Yes, this might or might not include the man-eating tribes of goblins.
This particular campaign is infamous not only for its themes, but also for being something of a meat grinder. I'm not a fan of killings PCs just for killing's sake, so I might lower the difficulty a little. Still, you might want to have at least one back-up character... Just in case.
I actually liked Tasha's Cauldron of Everything, and I'll be using content from that book when DMing certain plot events.
If you decide you want to play as someone native from Chult, the following lore is for you:
Chultans: People of many Gods
Chultans are the human natives of Chult. They have dark skin, black hair, and a rich culture. Driven out of the jungle by monsters and undead, many of them took refuge behind the stout walls of Port Nyanzaru, gave up their dynasties, and united to become a mercantile power in the southern ocean, eager to do business with anyone who visits their perilous land. A few Chultans migrated northward and established outposts in distant cities, while others still live in the wilderness hunting down monsters to survive.
Chultans dress in light, colorful clothing appropriate for the tropical climate. They trade in gold, gemstones, jewelry, textiles, spices, rare herbs, ivory, wood, unrefined metal ore, and other commodities plucked and plundered from the jungles, valleys, and mountains of Chult. Chultans themselves tend to appreciate hardy, semi-precious gemstones over gold, and some gems are particularly sought after for their religious significance and attributed arcane properties: A devout of Nula will wear moss agate pendants and bracelets, a bard who worships Huehuecoyotl might have the base of their drums embroidered with bloodstone or other meaningful jewelry and most priestesses of Sune wear ruby earrings, among other many examples.
Among themselves, all Chultans still speak their own languages, but any who deal regularly with foreigners also speak Common fluently, often with a heavy, characteristic accent. Chultans in Port Nyanzaru seldom don armor because of the climate, but large, colorful shields made from toughened dinosaur hide are ubiquitous. These shields are called hlang and function as ordinary shields. In melee, they favor the traditional [equipment]yklwa[/equipment] (pronounced YICK-ul-wah), a short, broad-bladed, one-handed, spear-like weapon.
A Fallen Kingdom
The lines of kings and queens that once held political sway throughout Chult have been mostly wiped out by time, war, calamity, and misfortune. They’ve been replaced by Chultan merchant princes who now use their wealth to forge profitable alliances and to steer the fate of their frontier realm.
The seven merchant princes are people who knew how to take advantage of the outside forces' greed towards Chult's resources to gain power. Through many citizens gripe about the Princes, the majority have grown accustomed to the rich and deceitfully more comfortable lifestyle of the Port. Fear of the evils that stalk the jungle generally outweighs hatred of the outsiders and their leaders' selling out to them. The merchant princes can create or alter laws by decree as they see fit, and judges are expected to interpret laws freely but wisely.
Despite their high ambition, the merchant princes’ power is entirely contained in the city. Elsewhere, Chult is ruled by the red law of tooth and claw. An individual is either predator or prey, and the predator might be a mob of undead, a pack of evil weretigers, a ravenous allosaurus, a grung hunting party, pirates, or a Flaming Fist patrol.
Port Nyanzaru: Civilization comes with a price.
Port Nyanzaru hugs the coastlineat the south end of the Bay of Chult. No other human city exists in Chult, along the coast or anywhere else, except in ruins or overrun by monstrous creatures. Until recently, Port Nyanzaru was under the firm control of Amn, a foreign nation. Nine years ago, Amn was forced to relinquish the city to a wealthy and powerful consortium of Chultan traders backed by the Ytepka Society (pronounced yeh-TEP-kah), or risk a bloody conflict that probably would have ended with the city winning its independence anyway.
Seven Chultan traders have since grown into influential merchant princes, enticing folk from up and down the Sword Coast with their wares: Ekene-Afa (Deals in weapons, shields, traveling gear, rain catchers, saddles, wagons, and canoes), Ifan Talro’a (Deals in beasts and beast training), Jessamine (Deals in plants and poisons), Jobal (Deals in guides and sellswords), Kwayothe (Deals in fruit, wine, ale, teh, oil, perfume, and insect repellent), Wakanga O’Tamu (Deals in magic and lore) and Zhanthi (Deals in gems, jewelry, cloth, and armor).
Port Nyanzaru prouds itself to be a bastion of civilization and commerce in a terrifying land. The amount of business that unfolds here and the cash that moves through its counting houses would make any merchant of Baldur’s Gate or Waterdeep jealous. It’s also a colorful, musical, aroma-filled, vibrant city in its own right. Other than trade, the biggest attractions are the weekly dinosaur races through the streets. Locals and visitors alike wager princely sums on the races’ outcomes. The city also boasts grand bazaars, glorious mansions and temples, circuses... And gladiatorial contests.
The most infamous of these its the Executioner's Run: The road through the crumbling ward known as the "Old City" splits around a rectangular, stone-lined pit 15 feet deep, 50 feet wide, and 200 feet long. The past Amnian residents were the ones to originally built it as an arena, and it still provides cheap entertainment for the locals to this day. Velociraptors, panthers, or other hungry beasts (a juvenile allosaurus is a guaranteed crowd pleaser) are set loose in the pit, then convicted criminals are dropped in at one end. Any criminals who make it alive through the gauntlet of carnivores to the far end of the pit can scramble up knotted ropes and win their freedom, along with the adulation of the crowd. Spectators line the walls for these spectacles — including representatives from every level of Port Nyanzaru society, not just residents of the Old City. Bets are placed on which criminals will survive, which will die, how far runners will get before a beast brings them down, and how many kills each animal will rack up.
A handful of Chultans have become celebrities by surviving multiple dashes through Executioner’s Run. It’s been suggested that some people continue committing crimes solely because a conviction is the only way to get tossed into the pit, and betting is always heaviest on a repeat offender. Occasionally an animal manages to leap or scramble out of the pit and runs amok through the terrified crowd. Moments of such high peril provide a perfect opportunity for bystanders to become heroes in the city and earn favors from the merchant princes.
Slavery isn’t illegal in Port Nyanzaru, but it’s frowned upon, and the merchant princes won’t do business with slavers or show them any legal favor. That being said, it is a dark open secret that the slave trading is still happening anyways, with people selling and buying kidnapped dwarves, tabaxi, aarakocra and other non-human races, and there's very powerful and dangerous individuals out there who wants things to stay that way.
Murder is illegal, but “sanctions” — legal permission to kill someone or to have someone killed — can be purchased from the merchant prince Jessamine. The price depends on the prominence of the intended victim, the reason for the sanction, and the wealth of the purchaser. The minimum price possible is 150 gp; the maximum is limitless. The availability of sanctions doesn’t mean they’re common — it’s rare for more than six to be sold in a year. That has less to do with price than with the fact that if word gets out who purchased a sanction, nothing can stop the friends of the victim from sanctioning the original purchaser.
People of Port Nyanzaru proud themselves of being more civilized than those who still live on the wilderness, and the only deities who are worshipped openly are those from the Faerunian pantheon, as being a follower of one of the "wild", "bloodthirsty" gods is seen as shameful.
Abandoned by their God, Adopted by others
A central figure in Chult’s history is the greater god Ubtao, who long protected the land and Chultan civilization. But Ubtao grew angry over his worshipers’ endless warring and their reliance on him to solve all their problems. More than a century ago, Ubtao simply abandoned Chult, and his influence hasn’t been felt there since that day. When he left, the Chultans suffered a crippling spiritual blow, but eventually the disunited, warring tribes learned to put aside their petty conflicts and stopped their long war. To this day, the dinosaurs of Chult are still revered as Ubtao’s sacred children by many Chultans, but Ubtao himself is no longer popular, particularly within the walls of Port Nyanzaru.
It is from this point outward that the Chultans are divided over what really happened on this point of their story, and the events following Ubtao's departure are different depending on who you ask.
According to Amnian historians and the people of Port Nyanzaru, what followed the end of the war was a sad era of betrayals and of demon-worshipping: With Ubtao gone, some of their own turned to the worship of a dark entity, known as Eshowdow, while a rival faction started to make blood sacrifices to demons in order to fight them off. During this dark era of violence and superstitions, many Chultans were infected with the curse of Lycantropy, while others came back from the grave as undead creatures. It was only thanks to missionaries from distant civilizations introducing them to benevolent gods that a new endless war was avoided, and those who had embraced their demonic patrons and the many packs of lycanthropes terrorizing the populace day and night were finally driven out from the city and into the terrifying jungle where they belonged.
The story told by these wild tribes is a little different: While the hatred for Eshowdow is mutual, they also explain that the cult who had worshipped him, while evil in their actions and motives, had been manipulated and lied to by the entity in order to keep them in line. They were told that every creature was separated from their souls upon their creation and that he could give them back to them with a ritual, but in actuality what the ritual was doing was allowing a Shadow to possess their bodies. Those of them who knew the truth prayed to Ubtao to save their loved ones from the cruel demigod, and while their god remained silent, another deity answered their prayer: Qotal, the Feathered Dragon, who blessed them with the ancient power hidden within their own blood. By sacrificing a part of their own humanity, they hunted down all of Eshowdow's undead servants, and exorcised the evil spirits out of the bodies of their friends and family. And for a time, there was peace in Chult once again.
Unfortunately, foreign armies arrived one day, and in their ignorance saw the blood hunters and feared them, confusing them for the monsters they hunted. They had to abandon their homes to not be killed, and the Chulteans were divided by war once again. These human blood hunters became the Order of the Ghostslayer.
What neither of these factions can answer is how exactly Eshowdow was defeated. The only ones who claim to know the truth behind the Shadow Giant's death are the Batiri tribes, but they are regarded with hatred and distrust by most humans and so, their words are rarely taken seriously.
Chultean Pantheon
With Ubtao gone, the Chultans turned to other deities. Waukeen, a goddess of trade, is revered by Port Nyanzaru’s many merchants. Other deities with shrines in the city include Gond (god of craft), Savras (god of divination and fate), Sune (goddess of love and beauty), and Tymora (goddess of good fortune).
Amongst the jungle tribes and the blood hunters, however, there's a different pantheon:
Deity
Alignment
Province
Suggested Domains
Common Symbol
Qotal LG Couatls, Freedom, Blood Hunting Arcana Feathered dragon's head in profile
Nula CG Monstruosities, Redemption Nature, Peace An owlbear's claw
Bolefuego NG Spirits, Lights, Will-o'-Wisps Death, Light A lavender flame inside of a circle
Refnara LE Karma, Rage, Storms, Thunder Tempest, War A hyena's head biting the moon
Squerrik CE Natural Hazards, Thievery, Rats Tempest, Trickery A rat's silhouette shrouded in mist
Qotal, the Feathered Dragon
God of Freedom, Blood Hunting and Spellcasting, Father of Couatls
Said to have come from overseas and summoned to Chult by the unanswered prayers of the abandoned Chultans, Qotal loathes suffering and felt compassion for their plight and rage towards their demigod tyrant, but instead of acting directly, he gave them the gift of powerful magic to defend themselves against evil. Coming from a place where the faithful fed their blood to the gods, he taught the Chultans the forbidden art of hemocraft. Since then, he is said to be watching over blood hunters and spellcasters alike through the eyes of his many children, the couatls, always vigilant of those who might use his gifts to do evil.
Despite his place of origin and the arts he taught the firsts blood hunters to use on his name, Qotal actually hates blood being spilled on his name outside of acts of combat and self-defense, with murder being the act that he hates the most above all else. Instead of offering sacrifices, his holy rituals involve freeing caged animals, especially birds and butterflies.
Depiction. Qotal is described as beautiful and brightly colored, and he's most often portrayed as a majestic dragon covered in bright, golden plumage and with a mane of bright, many-colored feathers around his neck.
Nula, Mother of Monsters
Goddess of Beasts, Monstruosities and Redemption
The realm of Nula extends through all of Chult's wilderness, from the smaller pebble to the tallest mountain. Quotal's sister, she did not created the normal beasts who roam jungles and rainforests, but she still loves them all as if they were her own. The legends about her say that she always tried to create life, but all her attempts at doing so were bizarre at best, aberrant at worst. Regardless, she still loved her mismatched creations all the same, suffering immensenly every time one of them became savage destroyers of other creatures and trying restlessly to guide them to a better path.
She is said to be the force behind the creation of creatures such as the Almiraj, the Vegepygmies, the Zorbos, the Moorbounders, the Girallons and many others. Areas of Psychic Resonance, where animals sometimes are shown to gain sapience from the ambient psychic energy, are said to be Nula's work, trying to awaken her children out of their bestial instincts.
Followers of Nula preach for conflicts to be solved peacefully and to live and let live, to try to find balance where there's only chaos. Even when dealing with monsters, a food offering is better than the merciless blade of a sword.
Depiction. Nula is capable of appearing as any kind of beast and monster, but she's most often depicted as either a green-feathered owlbear or as long-limbed monkey with a sinuous, prehensile tail.
Huehuecoyotl, the Wise Coyote
God of Arts, Music, Dance and Storytelling
Revered by bards and tricksters, Huehuecoyotl is said to be prankster, whose tricks are most often played on other gods rather than mortals, but have a tendency to backfire and cause more trouble for himself than for the intended victims. Mischievous, astute and more than a little self-serving, he sparks inspiration in the minds of promising artists when he's feeling bored, and sometimes thwarts fate in someone's favor so that they can live longer and keep entertaining him with their creations and their adventures.
Depiction. While he is said to be a shapeshifter like Nula, Huehuecoyotl is nearly always represented as a humanoid, yellow and red coyote wearing feathers and jewelry.
Bolefuego, Matron of the Ghost Fires
Goddess of the Reedemed Undead
Bolefuego is a very strange case, as no two tribes will give a same origin story for her. A version says that she's another deity who, just like Qotal, came from a different realm to help them. Others claim that she's not a deity at all, but the lingering spirit of a woman who died in tragic circunstances and now she's looking for a way to ascend to Godhood. Then there's those who agree that she is indeed a ghost, but that she isn't trying to ascend to Godhood: She already did.
Whatever the truth might be, the unexplained fact still remains: Bolefuego's clergy are said to still be able to resurrect the dead... But as half-undead versions of themselves. To Bolefuego's faithful, it is a blessing, but to others, it is a curse.
Bolefuego is said to reedem the undead, giving them back the memories of their previous life and breaking them free from the control of evil necromancers. Benign Will-o'-Wisps are said to serve her as her messengers, the trick is knowing which ones.
Depiction. Visual representations of what Bolefuego looks like tend to be as varied as the myths surrounding her, but everyone agrees that she's able to appear on the material plane as a lavender-colored Will-o'-Wisp.
Refnara, She Who Bites The Moon
Goddess of Storms, Rains and Thunder
More than a goddess, both Refnara and her younger brother Squerrik could be described as primal spirits: Elemental forces of nature who just happen to be powerful enough to lend power to those who worship them. Regardless, she still counts as a goddess to many tribes, though admittedly a minor one.
Refnara, along with Squerrik, form a duo known for bringing natural disasters,with Refnara the closest of the two to be truly benevolent. Her's are the rainstorms, the lightning and the thunder. She's said to actually be quite just and wise when she's at her best, but there's always two factors keeping her from being the goddess of peace and order she'd like to be: Her explosive temper and her unexplained, illogical obsession of one day eating the moon. Some theorize it is actually a grudge of the tempest entity against the Moonmaiden, while others say it is because she wants nights to be darker. In older times, it was thought that lightning and thunder were actually caused Refnara constantly falling to the ground after yet another day of trying to eat it or at least destroy it.
Sudden lightning storms or hailstorms are sometimes a side-effect of one of Refnara's fits of anger, and more or less welcomed ones at that, because as soon as she's able to think clearly again she repairs the damage done by giving something else in exchange, such as strong rains bringing healthier crops in their wake. She's also said to have a twisted code of justice, and likes to punish wrong-doers in creative and sometimes brutal ways.
Depiction. Refnara is depicted as a female Gnoll with lightning-colored fur, with a long black snake for a tail. Her eyes are said to be dull and cloudy, like a stormy sky.
Squerrik, the Mist Rat
God of Mists, Shadows and Natural Hazards
While Refnara has her well-intentioned moments, the same can rarely be said of Squerrik. Usually described as a child or as having a child-like mindset, Squerrik is completely unpredictable and likes to play games where mortals are just toys, and he is said to throw eldritch storms at adventuring parties just to see what happens. While Refnara has domain over normal storms, Squerrik has control over magical ones, and he has no guilt over getting mortals killed with them.
His one helpful quality seem to be directed towards rogues, thieves and wererats. No one is completely sure as to why the Mist Rat likes to help out thieves, but the most easy answer is that his mischievous nature feels compelled towards them.
Depiction. Squerrik is more commonly described as a giant rat with wolf fangs and webbed feet. He's also sometimes depicted as a wererat kid.
The Batiri: Blood of the Beast
Chult is home to scores of independent goblinoid tribes collectively known as the Batiri. A Batiri tribe is ruled by a queen, who is succeded in death by the strongest female combatant of the tribe. Batiri warriors wear oversized wooden war masks into combat. Each goblin paints and decorates its own mask to make it look as fearsome as possible. Aside from intimidating enemies, these masks serve the same purpose among the Batiri as coats of arms among noble knights of Faerûn. Batiri of opposing tribes might not know an enemy’s given name, but they’ll know Snarling Crocodile or Fanged Ape.
While the Batiri have many cultural and mythical aspects that make them unique and have a natural tendency towards barbarism and druidcraft unseen on other places, most of them behave like other goblins clans; they are superstitious, cruel and suspicious of outsiders. Most Batiri goblins have green skin, and most bugbears have black fur with cream-colored markings on their face, hands and feet.
Some Batiri tribes worship Selune, Shar and Malar in a somewhat bizarre set of beliefs. These tribes saw Eshowdow get defeated by Shar, and were changed by the experience. These tribes discovered another form of blood magic, one that would later be called the Order of the Lycan.
These tribes still believe on the split soul idea invented by Eshowdow, but with a twist.
Wild and Free
On their seventh birthday and depending on the tribe, a ceremony of initiation is held called Daan Kaakec (The Reunion in Common), where the young goblin is inflicted with Lycantropy, that the tribe's senior hunters then help them "tame" with a blood magic ritual. The Batiri believe that by embracing this curse, a soul is reunited with its primal half, and that by inflicting themselves with it they become complete beings. At the end of the ceremony, the goblin must choose their battle name and announce it in front of the tribe, after which a totem mask is carved to reflect the chosen name.
Before we were Batiri, we were slaved to the Battle Lord. Instead of souls, we had whips, and we were nothing. The Shadow Giant saved us from the Battle Lord, and the Nightsinger saved us from the Shadow Giant. With the Nightsinger, the Moonmaiden and the Beastlord came, and the slaves became free beasts. The Nightsinger gives us darkness. The Beastlord gives us power. The Moonmaiden gives us light. We are beasts, and we are free. We are Batiri. Embrace the night and the moon, and let the beast run free.
Tabaxi and Grung Pantheons:
Tabaxi Pantheon
Teskatli, The Cat Lord God of Travel and Patron of Cats Domains: Trickery
Nobanion God of Lions and Wilderness Domains: Nature
Sharess Goddess of Hedonism, Festhalls and Sensual Fufillment Domains: War
Zaltec God of War and Violence Domains: Death, War
Grung Pantheon
Nangnang Goddess of Poison and Thievery Domains: Trickery
Kubazan God of Rebellion, Courage and Barbarism Domains: War
If those two walls of text didn't bored you to death, here's the application!
Abilitiy scores: Roll for it using the digital die roller, or use Standard Array. You can reroll up to 3 times.
Character Name:
Race: (I will be accepting Gothic Lineages, but you better have a really good backstory to explain why your character is a Dhampir...)
Class: (We will be starting at Level 2. UA is allowed.)
Background:
Backstory: (It doesn't have to be very long, but it should give me an idea of who your character is and their relationship with the world around them)
Some completely optional character hooks (Just in case anyone wants/needs them):
A wizard-merchant named Syndra Silvane is wasting away, and she has hired you to join an expedition to Chult to find a cure. Syndra believes that your expertise will prove invaluable, and you’ve wanted to study the cultures there. (Anthropologist)
You have learned that a wizard-merchant is planning an important expedition to Chult—a place full of lost cities you’re anxious to explore. Your request to join the expedition was approved. (Archaeologist)
After a few successful scams, you’ve gotten into some trouble with local authorities and criminal gangs. You were about to make a run for it when you heard a rumor that a merchant named Syndra Silvane is offering good pay for an assignment far from home. (Charlatan, Urchin, Criminal)
Local authorities grant you a full pardon for a past crime. In exchange, you are to join an expedition to Chult and help put an end to the “death curse” affecting several wealthy citizens of the city. (Criminal, Urchin)
When you were young, you fled your homeland of Chult by stowing away aboard a ship. Now you’re anxious to return home. A local merchant is mounting an expedition to Chult, and you’ve talked your way into joining it. (Outlander)
You’ve garnered quite the reputation and caught the attention of a merchant and retired adventurer named Syndra Silvane. She wants you to explore Chult and discover the source of a curse. (Folk Hero, almost any background really)
Rollback Post to RevisionRollBack
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
I hope I'm understanding this right but here it goes!
Set 1 Ability scores: 12119111315
Set 2 Ability scores: 91211171511
Set 3 Ability scores: 1615814610
NAME Tamzedda 'Zedda' Nygaar
CLASS Rogue eventual arcane trickster
BACKGROUND CRIMINAL/SPY or Smuggler
BACKSTORY Zedda is the adopted daughter of an underworld strong-arm trying to make her own path. She's a thief by trade in the 'family business' but longs for a, dare she hope, better life outside the petty criminals who raised her. Zedda is dedicated, humorous, proud, and perhaps a little reckless at times rogue spell caster. The half-orc/half-elf often using humor to defuse tension or pranks to put those who think they are above others in their place. Born in the port city of Luskan, also known as the City of Sails, Zedda was a rebellious child who listened to the songs of the bards and the tales from the smugglers in her family's business from her infancy dreaming of adventure. Although Zedda grew up in the underworld she longed to be a hero like the tales and songs that her childhood inspired! With Zedda's curiosity and perseverance, there's nothing to stop her from finding a way to great acclaim trying to join the Force Grey or any good faction to undermine her family's business. With the right training and mentoring Zedd could quickly become a person of great importance and a legend in her craft. She already knows she makes a good thief having friends in high as well as the lowest of places in society but she wants to do greater things.
OR
Set 1 Ability scores: 101414141210
Set 2 Ability scores: 138610911
Set 3 Ability scores: 1591612118
NAME Geddryn "Dryn" Prendergast
RACE/CLASS Tiefling/Paladin oath of vengeance
BACKGROUND Acolyte
BACKSTORY Abandoned at a far-flung monastery devoted to <insert campaign appropriate goddess here> Dryn had a good life learning the ways of her Goddess and helping others. Then disaster struck! A group came in the night seeking shelter at the monastery. They were granted it. Then over the next few days tortured and killed everyone in the temple save Dryn searching for a relic the monastery never had. The young paladin escaped thanks to the order's leader and her mentor/adopted mother, Velndria Prendergast, who charged Dryn with discovering the murders as well as the object. Dryn did not know the villains who murdered her order but has pledged her life to discover and destroying them.
*I'm flexible would easily adapt to the campaign setting*
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
Backstory: With tangled feet, fingers and even a tangled mind, Altabo has skipped and danced throughout the land of Faerun, giving song to all he passed. Little is known of his true origins, and to be honest, he doesn't really know either. Some have speculated that he was a resident of the feywild, while others believed he was a simple spirit of the forest given corporeal form. All Altabo knows is that the first thing he remembers was being gifted a golden clarinet, and the rest is history.
Ability Scores 2:121311131312 Ability scores 3 and what I’ll be taking: 141215131313
Character Name: Jade Panthera
Race: Tabaxi
Class: Shadow Magic Sorcerer
Background: Urban Bounty Hunter
Backstory: Jade is a bounty hunter who takes in anyone for money, whether they be alive... or not. She’s inside Chult to find new scenery, go on quests, take in criminals or other unlawfully beings, and rake in that sweet cash
Edit: Changed He to She, forgot I made this character female
Heya! I've been looking for a ToA game to play and your changes sound intriguing. So here is my submission.
Ability Scores: Standard Array - 13 12 14 10 15 8
Name: O'waac
Race: Reborn (Chultan)
Class: Death Cleric
Background: Outlander
Backstory: O'waac only spent a few formative years in Chult before his parents decided to leave, traveling north. After long months and many dangers, they made their way to Waterdeep where they settled. They made sure to teach O'waac of his heritage, and his mother, a priestess of Bolefuego, taught him the mysteries of her god. After a recent unfortunate fire, O'waac and his father died. His mother, with her last strength, attempted to resurrect her beloved son, but something went wrong. O'waac awoke from death, but he was changed. His mother begged him to find out what was wrong, and he has made it his duty to find out, to honor her last request. Rumors that the disruption of resurrection magic brims from his homeland, he has found a patron who has offered to fund his return home.
This post has potentially manipulated dice roll results.
Ooh! Excited to try ToA! And like the work you did on fleshing it out more. Let's roll some stats and see what I can make (wil probably be in the next day or so)
Backstory: He has grown up in a temple dedicated to Dionysus (god of wine) but after his first feast of the wine has sworn off alcohol altogether. This was not accepted in the temple, so he has learned to move like a drunkard to be able to blend in. Eventually he was found out by his temple. Normally he would have been exiled from the temple, but the leaders of his temple got wind of the dead curse and Syndra Sylvane's plan to do something about it and have given him a chance to do penance (restoring life and stuff).
I'll apply with a Halfling Druid named Pardot Kynes. As a ghostwise halfling, his people are rather reclusive, and he's spent most of his time in the forests and mountains (Hermit background), keeping to himself and studying the stars. He has recently seen some signs in the starts which point him to the troubles in Chult, and has decided to head there to see if he can help. (that's very brief, I can get you more if you want~)
---- I'm a bit confused on the rolling. Do you mean roll three full sets (as some have done above) and take the best of those? If so, I'll roll and update my sheet later if chosen :)
This post has potentially manipulated dice roll results.
“Svrf”
Deep Gnome Warlock
Haunted One background
Svrf escaped the abyss once, when he was a young gnome. A fiend made a pact with him, and aided him in his escape, but warned he would need to return one day. That day has come.
Svrf has lived a long life as an explorer and archaeologist, but has stayed well away from the deep places of the world. Uncovering ruins and lost cities, he has made many discoveries, but now he knows he must delve deeper again, to fulfill his pact.
Hearing of the new expedition to Chult, Svrf joins and is quickly welcomed. While not renowned, he has made some important discoveries of his own, and written of his findings. To the world, his name is not known, but amongst archaeologists and anthropologists- these are his people.
Hook: You have learned that a wizard-merchant is planning an important expedition to Chult—a place full of lost cities you’re anxious to explore. Your request to join the expedition was approved. (Archaeologist)
Will work out back story further, but please meet :
Erbert Jenkins, gnome wizard
Ability scores: 121513111611
Evoker, background of sage, anthropologist.
Backstory :
Erbert has been studying for what seems to be thousands of years (to him) under his maester, Gilo Greentag, and yearning to get out from under his thumb. He grew up outside of Waterdeep and he started with cleaning Gilo's office and library while a young lad in his clan. He started to thumb through the books late at night, taking way too long to clean up and was scolded many times, accused of being lazy and slow. But nothing could stop his thirst for knowledge. Now as a young man of 45 he wants to enter the world and find his fortune. And the measure of that fortune (while gold would be nice), is knowledge. He has lived his life in the forest and knows the area like the back of his hand. He goes for a jaunt in the woods whenever he can, learning the new beginning spells from his maester's tome, but he dreams about learning about .... the jungle. He has only read of such areas, but he is excited to see these sights firsthand. He is excited to learn more about Chult, he is constantly reading and taking notes about it, excavations there, the history, and their culture.
He was itching to leave Waterdeep to seek his fortune, and one day he encountered a merchant wizard named Syndra Silvane who was wasting from an unknown illness. She had asked Gilo about this and Erbert overheard the conversation. He contacted her and planned a journey south to Chult, hopefully to find a cure and to learn more. He conjured a raven familiar who accompanies him named Cuervo. He has developed a skill in mastery of the elements, he is somewhat of a firebug, some would say a pyromaniac. In his reading about Chult, he is fascinated with Qotal and wishes to learn about the Chultan arcane arts. He would seek to make contact with Wakanga O'Tamu's servants in Port Nyanzaru to see their approach to this problem and see what he could learn from them.
Two weeks ago, Gilo walked into his library, and swatted at a pile of rags that he thought was Erbert, "Are you here still? Did you stay here overnight cleaning up you lazy git! What am I going to do with you?" The pile of rags fluttered to the floor and twinkled, and at the bottom he found a note, written in hurried script. "I'm out of here, thank you for what you have taught me, toodle-oo!" Gilo laughed and pocketed the note, saying to himself "Take care and stay safe you little shit. Hope you do better out there than you did here."
He steps off the boat at Port Nyanzaru and looks out of place, a studious but adventuresome gnome constantly taking notes, making observations, and seeking knowledge. He looks to join a crew who has the muscle and know-how to guide him to the right place, where he can make his investigations into the death curse and come up with a cure...
Sorry for the repost, having trouble finding a photo that matches what I have in my head. This is close.... imagine a black raven with him, dagger in his belt, and a (short) quarterstaff. Maybe a 1/8th staff. :)
Well, that is certainly an impressive amount of background on your game. I'm going to take a deeper read through all of this material today to develop a character.
Name: Edwin Longfellow Race: Human (Variant) - Ritual Caster (Wizard) Feat Class: Barbarian Background: Archeologist Backstory: A student at heart, Edwin has spent the majority of his life studying under the wizards in Waterdeep. He is a voracious reader and spent countless hours researching in the libraries. Despite this hunger for knowledge, he never showed any significant ability for magic, gaining only a cursory understanding of a handful of useful spells. Though his peers far surpassed his arcane ability, this did not deter his ambition, and in fact drove his studies even harder.
Studying late one night in a far, and largely forgotten corner of the library, Edwin uncovered a dusty tome discussing the rituals and spiritual practices of an ancient Chultan civilization. He immediately felt a far deeper connection to this spiritual material than he ever found in his years of study of the arcane. As he continued to research and understand these new practices, something awakened within him, giving him strength and stamina of which he could never have dreamed.
He discussed these findings with his arcane mentor, who believed this newfound power implied that Edwin may have distant ancestors from Chult. To truly expand these abilities, Edwin would need to reconnect with his ancestral home of Chult. With a letter of introduction from his mentor, he joined up with an expedition to the peninsula to hopefully gain a greater understanding of his new abilities, as well as his past.
I am thinking to play a variant human blood hunter from Chult. Will post more info later today, here are ability rolls; although there were some question regarding if this was the method you meant, please let us know.
Class: Blood Hunter (will be Order of the ghostslayer)
Background: Urban bounty hunter
Backstory: When Bow was a young child, he doesn't know his exact age best guess is around 5, his parent were killed and Bow was left alone. He strayed around his birthplace and was eventually picked up by an unknown person. This person brought him the The order of the Ghostslayer. Here he was trained and formed into the Blood hunter he currently is. During his training it became apparent he was an exceptional marksman with the longbow; which resulted in his nickname, and how he has been known since, Bow. After his training he went looking for evil to kill, taking on contracts here and there. Working alone, or in teams all over the lands.
Until he took on a sanction in Port Nyanzaru which led him back to what might, who knows, have been his home town. After finishing the sanction he heard about the death curse, which sounded like a new kind of evil he could hunt. This led him to remain in the city and go talk to the merchant Syndra to see if he can help.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Majori looks like 4’6” tall green - almost fluffy- parrot. It can be an unusual combination of both charming and disconcerting to see him face-to-face for people unfamiliar with the Aarakocra, but that doesn’t bother him. He’s more than happy to let his actions speak for him to such people as he cares to get acquainted with.
He has come out of the jungles of Chult to Port Nyanzaru looking for allies, and one way or another, he’ll find them. He’s seen the signs himself, and his teacher has elaborated on their meaning: something terrible resides in the jungle, and it must be found.
He’s heard people talking about one Syndra Sylvane, and he hopes that she might be the crux of forming a more focused search party.
I am thinking to play a variant human blood hunter from Chult. Will post more info later today, here are ability rolls; although there were some question regarding if this was the method you meant, please let us know.
Ability scores: 141412161115
Ability scores: 161711151411
Ability scores: 111213141511
Hello, by what I meant by the ablity scores was very simple: You roll for your character scores using the digital dice, but you can roll other two times in case you don't like the first result. When rolling three times in one go, you can choose the set you liked the best and you ignore the other two.
Hope to have explained it clearly this time. Sorry for any confusion.
Race: Githyanki (it didn't say anywhere in your post that playing Gith was not allowed but I can totally change the race if needed)
Class: Paladin (or fighter if there's already a paladin)
Background: Soldier
Backstory: Kir'tharen was raised in the creche of Vin'rael, training day after day for the rite of passage that all gith must undertake: the ritual illithid hunt. Her devotion to the extermination of the mind flayers and her craft led her to be chosen early, two years before the dedicated age to join the hunt. Her party hunted down a recent sighting of a mind flayer, separated from its colony along the coasts of Chult. During the battle, Kir'tharen was enthralled and forced to slaughter her party. As she was about to be devoured, a group of undead attacked the mind flayer, leading to its distraction and enabling her to escape. Ashamed and filled with rage, she sought out the closest village where she offered her sword for hire. Kir'tharen hones her skills in the occupation of bounty hunter, hoping to track down a mind flayer and kill it so she can rejoin her creche.
You’ve garnered quite the reputation and caught the attention of a merchant and retired adventurer named Syndra Silvane. She wants you to explore Chult and discover the source of a curse.
Just a few questions super sorry,,
Alignmentwise, are evil aligned characters not allowed? As a Gith, the standard alignment is LE but if necessary I can play a LN. (im not going to be a ****** if I play the evil alignment, I was just wondering :,)) )
Are feats allowed?
And final question, do we have to be active daily or can every other day work, maybe excluding weekends? I typically have a ton of standardized test crap on the weekends and im a bit worried about not being able to be as active,,
And im totally open to drawing campaign art as well!! I'm a decent artist so if you need any character art just hmu
Backstory: The Badger was raised in the Twisted Spine tribe to be as ferocious as her namesake animal in battle, and in life. When she was young, her mother was killed in battle, and the tribe's shaman brought her back to life. Now that the death curse is sapping her mother's life away again, she has embarked on an adventure to find the cause, and hopefully the cure. She will have a hard time adjusting to working with others not in her tribe, but she will try not to rock the boat so much.
Hello there! My Hoard of the Dragon Queen campaign is going smoothly, so I'm feeling confident enough to DM another PbP campaign. I'm not the only one on this forum DMing two separate adventures at the same time, and I won't be the last. Super excited to run my take of this module, this adventure is one of my favorites.
First things first, the Homebrew changes and other important stuff:
If you decide you want to play as someone native from Chult, the following lore is for you:
Chultans: People of many Gods
Chultans are the human natives of Chult. They have dark skin, black hair, and a rich culture. Driven out of the jungle by monsters and undead, many of them took refuge behind the stout walls of Port Nyanzaru, gave up their dynasties, and united to become a mercantile power in the southern ocean, eager to do business with anyone who visits their perilous land. A few Chultans migrated northward and established outposts in distant cities, while others still live in the wilderness hunting down monsters to survive.
Chultans dress in light, colorful clothing appropriate for the tropical climate. They trade in gold, gemstones, jewelry, textiles, spices, rare herbs, ivory, wood, unrefined metal ore, and other commodities plucked and plundered from the jungles, valleys, and mountains of Chult. Chultans themselves tend to appreciate hardy, semi-precious gemstones over gold, and some gems are particularly sought after for their religious significance and attributed arcane properties: A devout of Nula will wear moss agate pendants and bracelets, a bard who worships Huehuecoyotl might have the base of their drums embroidered with bloodstone or other meaningful jewelry and most priestesses of Sune wear ruby earrings, among other many examples.
Among themselves, all Chultans still speak their own languages, but any who deal regularly with foreigners also speak Common fluently, often with a heavy, characteristic accent.
Chultans in Port Nyanzaru seldom don armor because of the climate, but large, colorful shields made from toughened dinosaur hide are ubiquitous. These shields are called hlang and function as ordinary shields. In melee, they favor the traditional [equipment]yklwa[/equipment] (pronounced YICK-ul-wah), a short, broad-bladed, one-handed, spear-like weapon.
A Fallen Kingdom
The lines of kings and queens that once held political sway throughout Chult have been mostly wiped out by time, war, calamity, and misfortune. They’ve been replaced by Chultan merchant princes who now use their wealth to forge profitable alliances and to steer the fate of their frontier realm.
The seven merchant princes are people who knew how to take advantage of the outside forces' greed towards Chult's resources to gain power. Through many citizens gripe about the Princes, the majority have grown accustomed to the rich and deceitfully more comfortable lifestyle of the Port. Fear of the evils that stalk the jungle generally outweighs hatred of the outsiders and their leaders' selling out to them. The merchant princes can create or alter laws by decree as they see fit, and judges are expected to interpret laws freely but wisely.
Despite their high ambition, the merchant princes’ power is entirely contained in the city. Elsewhere, Chult is ruled by the red law of tooth and claw. An individual is either predator or prey, and the predator might be a mob of undead, a pack of evil weretigers, a ravenous allosaurus, a grung hunting party, pirates, or a Flaming Fist patrol.
Port Nyanzaru: Civilization comes with a price.
Port Nyanzaru hugs the coastline at the south end of the Bay of Chult. No other human city exists in Chult, along the coast or anywhere else, except in ruins or overrun by monstrous creatures. Until recently, Port Nyanzaru was under the firm control of Amn, a foreign nation. Nine years ago, Amn was forced to relinquish the city to a wealthy and powerful consortium of Chultan traders backed by the Ytepka Society (pronounced yeh-TEP-kah), or risk a bloody conflict that probably would have ended with the city winning its independence anyway.
Seven Chultan traders have since grown into influential merchant princes, enticing folk from up and down the Sword Coast with their wares: Ekene-Afa (Deals in weapons, shields, traveling gear, rain catchers, saddles, wagons, and canoes), Ifan Talro’a (Deals in beasts and beast training), Jessamine (Deals in plants and poisons), Jobal (Deals in guides and sellswords), Kwayothe (Deals in fruit, wine, ale, teh, oil, perfume, and insect repellent), Wakanga O’Tamu (Deals in magic and lore) and Zhanthi (Deals in gems, jewelry, cloth, and armor).
Port Nyanzaru prouds itself to be a bastion of civilization and commerce in a terrifying land. The amount of business that unfolds here and the cash that moves through its counting houses would make any merchant of Baldur’s Gate or Waterdeep jealous. It’s also a colorful, musical, aroma-filled, vibrant city in its own right. Other than trade, the biggest attractions are the weekly dinosaur races through the streets. Locals and visitors alike wager princely sums on the races’ outcomes. The city also boasts grand bazaars, glorious mansions and temples, circuses... And gladiatorial contests.
The most infamous of these its the Executioner's Run: The road through the crumbling ward known as the "Old City" splits around a rectangular, stone-lined pit 15 feet deep, 50 feet wide, and 200 feet long. The past Amnian residents were the ones to originally built it as an arena, and it still provides cheap entertainment for the locals to this day. Velociraptors, panthers, or other hungry beasts (a juvenile allosaurus is a guaranteed crowd pleaser) are set loose in the pit, then convicted criminals are dropped in at one end. Any criminals who make it alive through the gauntlet of carnivores to the far end of the pit can scramble up knotted ropes and win their freedom, along with the adulation of the crowd. Spectators line the walls for these spectacles — including representatives from every level of Port Nyanzaru society, not just residents of the Old City. Bets are placed on which criminals will survive, which will die, how far runners will get before a beast brings them down, and how many kills each animal will rack up.
A handful of Chultans have become celebrities by surviving multiple dashes through Executioner’s Run. It’s been suggested that some people continue committing crimes solely because a conviction is the only way to get tossed into the pit, and betting is always heaviest on a repeat offender. Occasionally an animal manages to leap or scramble out of the pit and runs amok through the terrified crowd. Moments of such high peril provide a perfect opportunity for bystanders to become heroes in the city and earn favors from the merchant princes.
Slavery isn’t illegal in Port Nyanzaru, but it’s frowned upon, and the merchant princes won’t do business with slavers or show them any legal favor. That being said, it is a dark open secret that the slave trading is still happening anyways, with people selling and buying kidnapped dwarves, tabaxi, aarakocra and other non-human races, and there's very powerful and dangerous individuals out there who wants things to stay that way.
Murder is illegal, but “sanctions” — legal permission to kill someone or to have someone killed — can be purchased from the merchant prince Jessamine. The price depends on the prominence of the intended victim, the reason for the sanction, and the wealth of the purchaser. The minimum price possible is 150 gp; the maximum is limitless. The availability of sanctions doesn’t mean they’re common — it’s rare for more than six to be sold in a year. That has less to do with price than with the fact that if word gets out who purchased a sanction, nothing can stop the friends of the victim from sanctioning the original purchaser.
People of Port Nyanzaru proud themselves of being more civilized than those who still live on the wilderness, and the only deities who are worshipped openly are those from the Faerunian pantheon, as being a follower of one of the "wild", "bloodthirsty" gods is seen as shameful.
Abandoned by their God, Adopted by others
A central figure in Chult’s history is the greater god Ubtao, who long protected the land and Chultan civilization. But Ubtao grew angry over his worshipers’ endless warring and their reliance on him to solve all their problems. More than a century ago, Ubtao simply abandoned Chult, and his influence hasn’t been felt there since that day. When he left, the Chultans suffered a crippling spiritual blow, but eventually the disunited, warring tribes learned to put aside their petty conflicts and stopped their long war. To this day, the dinosaurs of Chult are still revered as Ubtao’s sacred children by many Chultans, but Ubtao himself is no longer popular, particularly within the walls of Port Nyanzaru.
It is from this point outward that the Chultans are divided over what really happened on this point of their story, and the events following Ubtao's departure are different depending on who you ask.
According to Amnian historians and the people of Port Nyanzaru, what followed the end of the war was a sad era of betrayals and of demon-worshipping: With Ubtao gone, some of their own turned to the worship of a dark entity, known as Eshowdow, while a rival faction started to make blood sacrifices to demons in order to fight them off. During this dark era of violence and superstitions, many Chultans were infected with the curse of Lycantropy, while others came back from the grave as undead creatures. It was only thanks to missionaries from distant civilizations introducing them to benevolent gods that a new endless war was avoided, and those who had embraced their demonic patrons and the many packs of lycanthropes terrorizing the populace day and night were finally driven out from the city and into the terrifying jungle where they belonged.
The story told by these wild tribes is a little different: While the hatred for Eshowdow is mutual, they also explain that the cult who had worshipped him, while evil in their actions and motives, had been manipulated and lied to by the entity in order to keep them in line. They were told that every creature was separated from their souls upon their creation and that he could give them back to them with a ritual, but in actuality what the ritual was doing was allowing a Shadow to possess their bodies. Those of them who knew the truth prayed to Ubtao to save their loved ones from the cruel demigod, and while their god remained silent, another deity answered their prayer: Qotal, the Feathered Dragon, who blessed them with the ancient power hidden within their own blood. By sacrificing a part of their own humanity, they hunted down all of Eshowdow's undead servants, and exorcised the evil spirits out of the bodies of their friends and family. And for a time, there was peace in Chult once again.
Unfortunately, foreign armies arrived one day, and in their ignorance saw the blood hunters and feared them, confusing them for the monsters they hunted. They had to abandon their homes to not be killed, and the Chulteans were divided by war once again. These human blood hunters became the Order of the Ghostslayer.
What neither of these factions can answer is how exactly Eshowdow was defeated. The only ones who claim to know the truth behind the Shadow Giant's death are the Batiri tribes, but they are regarded with hatred and distrust by most humans and so, their words are rarely taken seriously.
Chultean Pantheon
With Ubtao gone, the Chultans turned to other deities. Waukeen, a goddess of trade, is revered by Port Nyanzaru’s many merchants. Other deities with shrines in the city include Gond (god of craft), Savras (god of divination and fate), Sune (goddess of love and beauty), and Tymora (goddess of good fortune).
Amongst the jungle tribes and the blood hunters, however, there's a different pantheon:
Qotal LG Couatls, Freedom, Blood Hunting Arcana Feathered dragon's head in profile
Nula CG Monstruosities, Redemption Nature, Peace An owlbear's claw
Huehuecoyotl CN Music, Arts, Dance, Storytelling Knowledge, Trickery Humanoid, masculine coyote
Bolefuego NG Spirits, Lights, Will-o'-Wisps Death, Light A lavender flame inside of a circle
Refnara LE Karma, Rage, Storms, Thunder Tempest, War A hyena's head biting the moon
Squerrik CE Natural Hazards, Thievery, Rats Tempest, Trickery A rat's silhouette shrouded in mist
Qotal, the Feathered Dragon
God of Freedom, Blood Hunting and Spellcasting, Father of Couatls
Said to have come from overseas and summoned to Chult by the unanswered prayers of the abandoned Chultans, Qotal loathes suffering and felt compassion for their plight and rage towards their demigod tyrant, but instead of acting directly, he gave them the gift of powerful magic to defend themselves against evil. Coming from a place where the faithful fed their blood to the gods, he taught the Chultans the forbidden art of hemocraft. Since then, he is said to be watching over blood hunters and spellcasters alike through the eyes of his many children, the couatls, always vigilant of those who might use his gifts to do evil.
Despite his place of origin and the arts he taught the firsts blood hunters to use on his name, Qotal actually hates blood being spilled on his name outside of acts of combat and self-defense, with murder being the act that he hates the most above all else. Instead of offering sacrifices, his holy rituals involve freeing caged animals, especially birds and butterflies.
Depiction. Qotal is described as beautiful and brightly colored, and he's most often portrayed as a majestic dragon covered in bright, golden plumage and with a mane of bright, many-colored feathers around his neck.
Nula, Mother of Monsters
Goddess of Beasts, Monstruosities and Redemption
The realm of Nula extends through all of Chult's wilderness, from the smaller pebble to the tallest mountain. Quotal's sister, she did not created the normal beasts who roam jungles and rainforests, but she still loves them all as if they were her own. The legends about her say that she always tried to create life, but all her attempts at doing so were bizarre at best, aberrant at worst. Regardless, she still loved her mismatched creations all the same, suffering immensenly every time one of them became savage destroyers of other creatures and trying restlessly to guide them to a better path.
She is said to be the force behind the creation of creatures such as the Almiraj, the Vegepygmies, the Zorbos, the Moorbounders, the Girallons and many others. Areas of Psychic Resonance, where animals sometimes are shown to gain sapience from the ambient psychic energy, are said to be Nula's work, trying to awaken her children out of their bestial instincts.
Followers of Nula preach for conflicts to be solved peacefully and to live and let live, to try to find balance where there's only chaos. Even when dealing with monsters, a food offering is better than the merciless blade of a sword.
Depiction. Nula is capable of appearing as any kind of beast and monster, but she's most often depicted as either a green-feathered owlbear or as long-limbed monkey with a sinuous, prehensile tail.
Huehuecoyotl, the Wise Coyote
God of Arts, Music, Dance and Storytelling
Revered by bards and tricksters, Huehuecoyotl is said to be prankster, whose tricks are most often played on other gods rather than mortals, but have a tendency to backfire and cause more trouble for himself than for the intended victims. Mischievous, astute and more than a little self-serving, he sparks inspiration in the minds of promising artists when he's feeling bored, and sometimes thwarts fate in someone's favor so that they can live longer and keep entertaining him with their creations and their adventures.
Depiction. While he is said to be a shapeshifter like Nula, Huehuecoyotl is nearly always represented as a humanoid, yellow and red coyote wearing feathers and jewelry.
Bolefuego, Matron of the Ghost Fires
Goddess of the Reedemed Undead
Bolefuego is a very strange case, as no two tribes will give a same origin story for her. A version says that she's another deity who, just like Qotal, came from a different realm to help them. Others claim that she's not a deity at all, but the lingering spirit of a woman who died in tragic circunstances and now she's looking for a way to ascend to Godhood. Then there's those who agree that she is indeed a ghost, but that she isn't trying to ascend to Godhood: She already did.
Whatever the truth might be, the unexplained fact still remains: Bolefuego's clergy are said to still be able to resurrect the dead... But as half-undead versions of themselves. To Bolefuego's faithful, it is a blessing, but to others, it is a curse.
Bolefuego is said to reedem the undead, giving them back the memories of their previous life and breaking them free from the control of evil necromancers. Benign Will-o'-Wisps are said to serve her as her messengers, the trick is knowing which ones.
Depiction. Visual representations of what Bolefuego looks like tend to be as varied as the myths surrounding her, but everyone agrees that she's able to appear on the material plane as a lavender-colored Will-o'-Wisp.
Refnara, She Who Bites The Moon
Goddess of Storms, Rains and Thunder
More than a goddess, both Refnara and her younger brother Squerrik could be described as primal spirits: Elemental forces of nature who just happen to be powerful enough to lend power to those who worship them. Regardless, she still counts as a goddess to many tribes, though admittedly a minor one.
Refnara, along with Squerrik, form a duo known for bringing natural disasters,with Refnara the closest of the two to be truly benevolent. Her's are the rainstorms, the lightning and the thunder. She's said to actually be quite just and wise when she's at her best, but there's always two factors keeping her from being the goddess of peace and order she'd like to be: Her explosive temper and her unexplained, illogical obsession of one day eating the moon. Some theorize it is actually a grudge of the tempest entity against the Moonmaiden, while others say it is because she wants nights to be darker. In older times, it was thought that lightning and thunder were actually caused Refnara constantly falling to the ground after yet another day of trying to eat it or at least destroy it.
Sudden lightning storms or hailstorms are sometimes a side-effect of one of Refnara's fits of anger, and more or less welcomed ones at that, because as soon as she's able to think clearly again she repairs the damage done by giving something else in exchange, such as strong rains bringing healthier crops in their wake. She's also said to have a twisted code of justice, and likes to punish wrong-doers in creative and sometimes brutal ways.
Depiction. Refnara is depicted as a female Gnoll with lightning-colored fur, with a long black snake for a tail. Her eyes are said to be dull and cloudy, like a stormy sky.
Squerrik, the Mist Rat
God of Mists, Shadows and Natural Hazards
While Refnara has her well-intentioned moments, the same can rarely be said of Squerrik. Usually described as a child or as having a child-like mindset, Squerrik is completely unpredictable and likes to play games where mortals are just toys, and he is said to throw eldritch storms at adventuring parties just to see what happens. While Refnara has domain over normal storms, Squerrik has control over magical ones, and he has no guilt over getting mortals killed with them.
His one helpful quality seem to be directed towards rogues, thieves and wererats. No one is completely sure as to why the Mist Rat likes to help out thieves, but the most easy answer is that his mischievous nature feels compelled towards them.
Depiction. Squerrik is more commonly described as a giant rat with wolf fangs and webbed feet. He's also sometimes depicted as a wererat kid.
The Batiri: Blood of the Beast
Chult is home to scores of independent goblinoid tribes collectively known as the Batiri. A Batiri tribe is ruled by a queen, who is succeded in death by the strongest female combatant of the tribe. Batiri warriors wear oversized wooden war masks into combat. Each goblin paints and decorates its own mask to make it look as fearsome as possible. Aside from intimidating enemies, these masks serve the same purpose among the Batiri as coats of arms among noble knights of Faerûn. Batiri of opposing tribes might not know an enemy’s given name, but they’ll know Snarling Crocodile or Fanged Ape.
While the Batiri have many cultural and mythical aspects that make them unique and have a natural tendency towards barbarism and druidcraft unseen on other places, most of them behave like other goblins clans; they are superstitious, cruel and suspicious of outsiders. Most Batiri goblins have green skin, and most bugbears have black fur with cream-colored markings on their face, hands and feet.
Some Batiri tribes worship Selune, Shar and Malar in a somewhat bizarre set of beliefs. These tribes saw Eshowdow get defeated by Shar, and were changed by the experience. These tribes discovered another form of blood magic, one that would later be called the Order of the Lycan.
These tribes still believe on the split soul idea invented by Eshowdow, but with a twist.
Wild and Free
On their seventh birthday and depending on the tribe, a ceremony of initiation is held called Daan Kaakec (The Reunion in Common), where the young goblin is inflicted with Lycantropy, that the tribe's senior hunters then help them "tame" with a blood magic ritual. The Batiri believe that by embracing this curse, a soul is reunited with its primal half, and that by inflicting themselves with it they become complete beings. At the end of the ceremony, the goblin must choose their battle name and announce it in front of the tribe, after which a totem mask is carved to reflect the chosen name.
Tabaxi and Grung Pantheons:
Tabaxi Pantheon
Teskatli, The Cat Lord
God of Travel and Patron of Cats
Domains: Trickery
Nobanion
God of Lions and Wilderness
Domains: Nature
Sharess
Goddess of Hedonism, Festhalls and Sensual Fufillment
Domains: War
Zaltec
God of War and Violence
Domains: Death, War
Grung Pantheon
Nangnang
Goddess of Poison and Thievery
Domains: Trickery
Kubazan
God of Rebellion, Courage and Barbarism
Domains: War
If those two walls of text didn't bored you to death, here's the application!
Abilitiy scores: Roll for it using the digital die roller, or use Standard Array. You can reroll up to 3 times.
Character Name:
Race: (I will be accepting Gothic Lineages, but you better have a really good backstory to explain why your character is a Dhampir...)
Class: (We will be starting at Level 2. UA is allowed.)
Background:
Backstory: (It doesn't have to be very long, but it should give me an idea of who your character is and their relationship with the world around them)
Some completely optional character hooks (Just in case anyone wants/needs them):
A wizard-merchant named Syndra Silvane is wasting away, and she has hired you to join an expedition to Chult to find a cure. Syndra believes that your expertise will prove invaluable, and you’ve wanted to study the cultures there. (Anthropologist)
You have learned that a wizard-merchant is planning an important expedition to Chult—a place full of lost cities you’re anxious to explore. Your request to join the expedition was approved. (Archaeologist)
After a few successful scams, you’ve gotten into some trouble with local authorities and criminal gangs. You were about to make a run for it when you heard a rumor that a merchant named Syndra Silvane is offering good pay for an assignment far from home. (Charlatan, Urchin, Criminal)
Local authorities grant you a full pardon for a past crime. In exchange, you are to join an expedition to Chult and help put an end to the “death curse” affecting several wealthy citizens of the city. (Criminal, Urchin)
When you were young, you fled your homeland of Chult by stowing away aboard a ship. Now you’re anxious to return home. A local merchant is mounting an expedition to Chult, and you’ve talked your way into joining it. (Outlander)
You’ve garnered quite the reputation and caught the attention of a merchant and retired adventurer named Syndra Silvane. She wants you to explore Chult and discover the source of a curse. (Folk Hero,
almost any background really)Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
I hope I'm understanding this right but here it goes!
Set 1 Ability scores: 12 11 9 11 13 15
Set 2 Ability scores: 9 12 11 17 15 11
Set 3 Ability scores: 16 15 8 14 6 10
NAME Tamzedda 'Zedda' Nygaar
CLASS Rogue eventual arcane trickster
BACKGROUND CRIMINAL/SPY or Smuggler
BACKSTORY Zedda is the adopted daughter of an underworld strong-arm trying to make her own path. She's a thief by trade in the 'family business' but longs for a, dare she hope, better life outside the petty criminals who raised her. Zedda is dedicated, humorous, proud, and perhaps a little reckless at times rogue spell caster. The half-orc/half-elf often using humor to defuse tension or pranks to put those who think they are above others in their place. Born in the port city of Luskan, also known as the City of Sails, Zedda was a rebellious child who listened to the songs of the bards and the tales from the smugglers in her family's business from her infancy dreaming of adventure. Although Zedda grew up in the underworld she longed to be a hero like the tales and songs that her childhood inspired! With Zedda's curiosity and perseverance, there's nothing to stop her from finding a way to great acclaim trying to join the Force Grey or any good faction to undermine her family's business. With the right training and mentoring Zedd could quickly become a person of great importance and a legend in her craft. She already knows she makes a good thief having friends in high as well as the lowest of places in society but she wants to do greater things.
OR
Set 1 Ability scores: 10 14 14 14 12 10
Set 2 Ability scores: 13 8 6 10 9 11
Set 3 Ability scores: 15 9 16 12 11 8
NAME Geddryn "Dryn" Prendergast
RACE/CLASS Tiefling/Paladin oath of vengeance
BACKGROUND Acolyte
BACKSTORY Abandoned at a far-flung monastery devoted to <insert campaign appropriate goddess here> Dryn had a good life learning the ways of her Goddess and helping others. Then disaster struck! A group came in the night seeking shelter at the monastery. They were granted it. Then over the next few days tortured and killed everyone in the temple save Dryn searching for a relic the monastery never had. The young paladin escaped thanks to the order's leader and her mentor/adopted mother, Velndria Prendergast, who charged Dryn with discovering the murders as well as the object. Dryn did not know the villains who murdered her order but has pledged her life to discover and destroying them.
*I'm flexible would easily adapt to the campaign setting*
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
Abilitiy scores: Ability scores: 14 14 15 14 15 8
Character Name: Altabo
Race: Gnome
Class: Bard
Background: Entertainer
Backstory: With tangled feet, fingers and even a tangled mind, Altabo has skipped and danced throughout the land of Faerun, giving song to all he passed. Little is known of his true origins, and to be honest, he doesn't really know either. Some have speculated that he was a resident of the feywild, while others believed he was a simple spirit of the forest given corporeal form. All Altabo knows is that the first thing he remembers was being gifted a golden clarinet, and the rest is history.
Abilitiy scores: 15 12 13 17 11 14
Ability Scores 2: 12 13 11 13 13 12
Ability scores 3 and what I’ll be taking: 14 12 15 13 13 13
Character Name: Jade Panthera
Race: Tabaxi
Class: Shadow Magic Sorcerer
Background: Urban Bounty Hunter
Backstory: Jade is a bounty hunter who takes in anyone for money, whether they be alive... or not. She’s inside Chult to find new scenery, go on quests, take in criminals or other unlawfully beings, and rake in that sweet cash
Edit: Changed He to She, forgot I made this character female
Heya! I've been looking for a ToA game to play and your changes sound intriguing. So here is my submission.
Ability Scores: Standard Array - 13 12 14 10 15 8
Name: O'waac
Race: Reborn (Chultan)
Class: Death Cleric
Background: Outlander
Backstory: O'waac only spent a few formative years in Chult before his parents decided to leave, traveling north. After long months and many dangers, they made their way to Waterdeep where they settled. They made sure to teach O'waac of his heritage, and his mother, a priestess of Bolefuego, taught him the mysteries of her god. After a recent unfortunate fire, O'waac and his father died. His mother, with her last strength, attempted to resurrect her beloved son, but something went wrong. O'waac awoke from death, but he was changed. His mother begged him to find out what was wrong, and he has made it his duty to find out, to honor her last request. Rumors that the disruption of resurrection magic brims from his homeland, he has found a patron who has offered to fund his return home.
https://ddb.ac/characters/45825958/HGFWpi
Enzo Ballantine - Shadow Sorcerer
Ooh! Excited to try ToA! And like the work you did on fleshing it out more. Let's roll some stats and see what I can make (wil probably be in the next day or so)
Ability scores: 12 14 10 13 14 17Ability scores: 13 9 15 9 8 9
Ability scores: 15 14 15 9 17 15Character Name: Miron Malakis
Race: Variant Human
Class: Monk (will be going Drunken master)
Background: Acolyte
Backstory: He has grown up in a temple dedicated to Dionysus (god of wine) but after his first feast of the wine has sworn off alcohol altogether. This was not accepted in the temple, so he has learned to move like a drunkard to be able to blend in.
Eventually he was found out by his temple. Normally he would have been exiled from the temple, but the leaders of his temple got wind of the dead curse and Syndra Sylvane's plan to do something about it and have given him a chance to do penance (restoring life and stuff).
I'll apply with a Halfling Druid named Pardot Kynes. As a ghostwise halfling, his people are rather reclusive, and he's spent most of his time in the forests and mountains (Hermit background), keeping to himself and studying the stars. He has recently seen some signs in the starts which point him to the troubles in Chult, and has decided to head there to see if he can help. (that's very brief, I can get you more if you want~)
---- I'm a bit confused on the rolling. Do you mean roll three full sets (as some have done above) and take the best of those? If so, I'll roll and update my sheet later if chosen :)
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
“Svrf”
Deep Gnome Warlock
Haunted One background
Svrf escaped the abyss once, when he was a young gnome. A fiend made a pact with him, and aided him in his escape, but warned he would need to return one day. That day has come.
Svrf has lived a long life as an explorer and archaeologist, but has stayed well away from the deep places of the world. Uncovering ruins and lost cities, he has made many discoveries, but now he knows he must delve deeper again, to fulfill his pact.
Hearing of the new expedition to Chult, Svrf joins and is quickly welcomed. While not renowned, he has made some important discoveries of his own, and written of his findings. To the world, his name is not known, but amongst archaeologists and anthropologists- these are his people.
Hook: You have learned that a wizard-merchant is planning an important expedition to Chult—a place full of lost cities you’re anxious to explore. Your request to join the expedition was approved. (Archaeologist)
https://ddb.ac/characters/45830714/2Irscv
Ability scores: 17 15 18 15 13 15
Ability scores: 14 8 16 15 13 14
Ability scores: 10 15 13 11 11 9
Yes! Please would like to join with you!
Will work out back story further, but please meet :
Erbert Jenkins, gnome wizard
Ability scores: 12 15 13 11 16 11
Evoker, background of sage, anthropologist.
Backstory :
Sorry for the repost, having trouble finding a photo that matches what I have in my head. This is close.... imagine a black raven with him, dagger in his belt, and a (short) quarterstaff. Maybe a 1/8th staff. :)
A wizard is never late, nor is he early, he arrives precisely when he means to.
Well, that is certainly an impressive amount of background on your game. I'm going to take a deeper read through all of this material today to develop a character.
Ability scores: 11 11 14 11 14 15
Ability scores: 12 7 10 10 10 12
Ability scores: 11 16 8 15 11 15
Name: Edwin Longfellow
Race: Human (Variant) - Ritual Caster (Wizard) Feat
Class: Barbarian
Background: Archeologist
Backstory: A student at heart, Edwin has spent the majority of his life studying under the wizards in Waterdeep. He is a voracious reader and spent countless hours researching in the libraries. Despite this hunger for knowledge, he never showed any significant ability for magic, gaining only a cursory understanding of a handful of useful spells. Though his peers far surpassed his arcane ability, this did not deter his ambition, and in fact drove his studies even harder.
Studying late one night in a far, and largely forgotten corner of the library, Edwin uncovered a dusty tome discussing the rituals and spiritual practices of an ancient Chultan civilization. He immediately felt a far deeper connection to this spiritual material than he ever found in his years of study of the arcane. As he continued to research and understand these new practices, something awakened within him, giving him strength and stamina of which he could never have dreamed.
He discussed these findings with his arcane mentor, who believed this newfound power implied that Edwin may have distant ancestors from Chult. To truly expand these abilities, Edwin would need to reconnect with his ancestral home of Chult. With a letter of introduction from his mentor, he joined up with an expedition to the peninsula to hopefully gain a greater understanding of his new abilities, as well as his past.
Ryndar Shadowsbane - Lvl 3 Eldarin Fighter | Kassar - Lvl 2 Lizardfolk Druid (Circle of Stars) | Finnegan (Finn) Taggert - Lvl 1 Human Cleric (Peace Domain) |
Verdan Schmidt - Lvl 2 Half-Elf Bard | Grithik - Lvl 5 Deep Gnome Warlock (Celestial)
Sounds very interesting indeed!
I am thinking to play a variant human blood hunter from Chult. Will post more info later today, here are ability rolls; although there were some question regarding if this was the method you meant, please let us know.
Ability scores: 11 10 15 7 16 10
Ability scores: 12 10 14 11 14 16
Ability scores: 9 13 8 10 11 14the Order of the Ghostslayer
Character Name: Bow
Race: Variant Human (feat: Tough)
Class: Blood Hunter (will be Order of the ghostslayer)
Background: Urban bounty hunter
Backstory: When Bow was a young child, he doesn't know his exact age best guess is around 5, his parent were killed and Bow was left alone. He strayed around his birthplace and was eventually picked up by an unknown person. This person brought him the The order of the Ghostslayer. Here he was trained and formed into the Blood hunter he currently is. During his training it became apparent he was an exceptional marksman with the longbow; which resulted in his nickname, and how he has been known since, Bow. After his training he went looking for evil to kill, taking on contracts here and there. Working alone, or in teams all over the lands.
Until he took on a sanction in Port Nyanzaru which led him back to what might, who knows, have been his home town. After finishing the sanction he heard about the death curse, which sounded like a new kind of evil he could hunt. This led him to remain in the city and go talk to the merchant Syndra to see if he can help.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Ability scores: 17 16 12 15 12 11
Ability scores: 10 18 16 16 8 17
Ability scores: 16 12 15 14 6 14
Majori - Aarakocra - Druid (land-forest) - outlander
https://www.dndbeyond.com/profile/nschrock/characters/45833434
Majori looks like 4’6” tall green - almost fluffy- parrot. It can be an unusual combination of both charming and disconcerting to see him face-to-face for people unfamiliar with the Aarakocra, but that doesn’t bother him. He’s more than happy to let his actions speak for him to such people as he cares to get acquainted with.
He has come out of the jungles of Chult to Port Nyanzaru looking for allies, and one way or another, he’ll find them. He’s seen the signs himself, and his teacher has elaborated on their meaning: something terrible resides in the jungle, and it must be found.
He’s heard people talking about one Syndra Sylvane, and he hopes that she might be the crux of forming a more focused search party.
Paladin - warforged - orange
Hello, by what I meant by the ablity scores was very simple: You roll for your character scores using the digital dice, but you can roll other two times in case you don't like the first result. When rolling three times in one go, you can choose the set you liked the best and you ignore the other two.
Hope to have explained it clearly this time. Sorry for any confusion.
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
hey mind if i join?
You have to fill out the application and then I decide whether I choose you to be part of the campaign or not.
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
Do you have a specific date/time in mind for when applications close?
Ability scores: 12 6 15 12 8 10
Ability scores: 11 10 16 14 12 12
Ability scores: 14 12 8 15 6 9
Character Name: Kir'tharen Riften
Race: Githyanki (it didn't say anywhere in your post that playing Gith was not allowed but I can totally change the race if needed)
Class: Paladin (or fighter if there's already a paladin)
Background: Soldier
Backstory: Kir'tharen was raised in the creche of Vin'rael, training day after day for the rite of passage that all gith must undertake: the ritual illithid hunt. Her devotion to the extermination of the mind flayers and her craft led her to be chosen early, two years before the dedicated age to join the hunt. Her party hunted down a recent sighting of a mind flayer, separated from its colony along the coasts of Chult. During the battle, Kir'tharen was enthralled and forced to slaughter her party. As she was about to be devoured, a group of undead attacked the mind flayer, leading to its distraction and enabling her to escape. Ashamed and filled with rage, she sought out the closest village where she offered her sword for hire. Kir'tharen hones her skills in the occupation of bounty hunter, hoping to track down a mind flayer and kill it so she can rejoin her creche.
Just a few questions super sorry,,
Alignmentwise, are evil aligned characters not allowed? As a Gith, the standard alignment is LE but if necessary I can play a LN. (im not going to be a ****** if I play the evil alignment, I was just wondering :,)) )
Are feats allowed?
And final question, do we have to be active daily or can every other day work, maybe excluding weekends? I typically have a ton of standardized test crap on the weekends and im a bit worried about not being able to be as active,,
And im totally open to drawing campaign art as well!! I'm a decent artist so if you need any character art just hmu
No1.Ability scores: 13 15 13 9 14 14
No2.Ability scores: 13 13 12 12 16 8
No3.Ability scores: 13 13 15 9 7 15
Ability scores: 11 15 12 17 14 9
Ability scores: 13 11 12 13 8 11
Ability scores: 10 11 17 9 12 15
DM:
Reign of Winter I Curse of the Crimson Throne
Hell's Vengeance | Giantslayer
Varisian Hexalogy: Rise of the Runelords
Player:
Lucille Underfoot, lv. 1 Halfling Storm Sorcerer | Janna Farooq, lv. 1 Human Celestial Warlock
I strive to post at least once per day on all my PbPs. I ask my players to do the same.
More active on weekdays than weekends.
Assume all of my characters are gay.
Abilitiy scores: 17+2 12 17+1 8 12 10
Character Name: "The Badger"
Race: Half-Orc
Class: Barbarian
Background: Outlander
Backstory: The Badger was raised in the Twisted Spine tribe to be as ferocious as her namesake animal in battle, and in life. When she was young, her mother was killed in battle, and the tribe's shaman brought her back to life. Now that the death curse is sapping her mother's life away again, she has embarked on an adventure to find the cause, and hopefully the cure. She will have a hard time adjusting to working with others not in her tribe, but she will try not to rock the boat so much.
DM:
Reign of Winter I Curse of the Crimson Throne
Hell's Vengeance | Giantslayer
Varisian Hexalogy: Rise of the Runelords
Player:
Lucille Underfoot, lv. 1 Halfling Storm Sorcerer | Janna Farooq, lv. 1 Human Celestial Warlock
I strive to post at least once per day on all my PbPs. I ask my players to do the same.
More active on weekdays than weekends.
Assume all of my characters are gay.