The evening fog and chill stubbornly cling to your garments as you enter the stately villa in Waterdeep’s North Ward. A servant of the house deftly relieves you of your cloak and weapons and carefully places them upon an ornate rack that hangs on the antechamber wall.
“Sarimé Voss welcomes you to Radimus Hall,” utters the servant with a slight bow of the head. He then leads you down a long tapestry-bedecked corridor and into a banquet room. Within you are greeted by the warmth of a fire, the aroma of fine food, and the smiles of familiar faces. Sarimé, head of the Knights of Samular, motions you toward an open chair.
“We are grateful for your presence, friend,” she remarks in a tone that is mildly formal but wholly sincere.
Two other individuals of note also welcome you to the occasion--Themius Grey, the stoic leader of the Even-handed; and the gregarious Merranock Mistymoon, a high-ranking Harper. A few other guests arrive within minutes, and, although you do not know them, you can read in their demeanor that they, like you, have seen much of Faerûn and faced many of its perils. All of you are soon enjoying the best food, drink, and conversation that Radimus Hall can offer. The pleasant nature of this gathering does little, however, to answer the question that presses upon your mind: “Why have I been summoned here tonight?”
After you can eat no more and drink no more, the answer to your question begins to take shape. As the smoke from Merranock’s long-stemmed pipe begins to circle about the room, Themius Grey speaks. “You are kind to have joined us this evening,” the half-elf comments. “You are even kinder for having shown so much patience. Let us explain our purpose...our hope...for this gathering.”
Merranock nods vigorously and adds, “Our hope indeed, Themius.”
The raven-haired Sarimé then looks at you and says, “The Halls of Justice and our dear ally Merranock have long scoured Faerûn for the whereabouts of certain artefacts. To some, these objects are nothing more than myths birthed from the songs and epics of bards and poets. We know, however, that these artefacts are indeed real. Furthermore, we know where they are.”
“Found them all we have,” muses Merranock aloud, seemingly speaking only to himself. His pipe continues to send thick rings of smoke toward the ceiling of the banquet room.
Sarimé resumes, “Undoubtedly you have heard tales of the ancient dragon who once served as Bahamut’s negotiator. During the Dragonfall Wars, Gruemar the Voice--one of the Seven Gold Wyrms of Bahamut’s court--was tricked, betrayed, and slain by a horde loyal to Tiamat. Before fleeing the scene of their wickedness, the betrayers cut five trophies from the dead dragon’s body, hoping to hide them forever. In doing so, they sought to mock the King of the Good Dragons, keeping him from laying his faithful servant to a proper and final rest.”
You nod silently, indicating that you are familiar with the story of Gruemar’s demise.
“Those pieces of the gold dragon’s body are often referred to as the five feathers of Gruemar,” remarks Themius.
You nod a second time because your travels have taught you many things, including this.
“Those feathers, however, are much more than what you might think,” adds Sarimé. “They have become more than the final pieces needed for Bahamut to complete his servant’s last rites. They are now, and have been for many years, a source of menacing power to those who possess them. And, therefore, a source of sorrow and destruction to countless others.”
“And now that we know the location of the feathers, the time has come to reclaim them,” explains Themius. “And that, dear adventurers, is why you are here tonight.”
I’m seeking four or five of you to join me in creating a unique story about the five feathers of Gruemar. Please take the time to look over all of the following, which is provided to help you in making your decision about whether to apply for this adventure.
Regarding this adventure.
This is a homebrew campaign that will take place in Faerûn, and the lore and history thereof will be observed and maintained as much as possible. Characters will begin at 9th level and will likely progress to 15th level (or higher) by the story’s end. I will enable content sharing, which should provide nearly everything you might need for your character.
Regarding the DM.
Spend a few minutes looking at my posting history here in D&D Beyond; that should give you a bit of insight into the way I do things. I do request the following:
Submit at least one high-quality post per day.
Communicate with me if anything or anyone in this campaign becomes problematic for you.
Keep portrayals of violence, profanity, and sex mild to moderate in nature.
Understand that I will advance the story, including combat, if you are silent for 24 hours or more.
Regarding your character.
Please do NOT create a character sheet yet. There’s no need to do so until you’ve actually been selected. If you are selected, these are the constraints that will be placed upon character creation:
Races. The following races (and any of their corresponding subraces/variants) will be permitted: Aarakocra, Aasimar, Custom Lineage*, Dragonborn, Dwarf, Elf, Firbolg, Genasi, Gnome, Goliath, Half-elf, Half-orc, Halfling, Human, Tiefling, and Tortle
*As described in Tasha’s Cauldron of Everything
Classes. All classes and subclasses, with the exception of Critical Role content, are permitted. Therefore, the Bloodhunter class and three subclasses (Gunslinger, Way of the Cobalt Soul, and Oath of the Open Sea) are off limits.
Levels. All characters will begin at level 9. Of course, if you are multiclassing, then you will distribute those nine levels between the two classes you’ve selected.
Organizations and allies. Your character must be a member of, or in some way loyal to, one of the organizations mentioned in the prologue:
Holy Order of the Knights of Samular, an order of paladins in the service of Tyr who focus on the supremacy of law. They are a well-respected order in the Northlands and are headquartered in the Halls of Justice in Waterdeep.
Order of the Even-handed, a relatively small organization that consists of monks, clerics, and fighters, all devoted worshipers of Tyr. The Order is based around Hlam's Way of the Sacred Fists, a monastic discipline that combined elements of cleric and monk training. Like the Knights of Samular, the Halls of Justice is their home.
The Harpers, spellcasters and spies who covertly oppose the abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerûn. The are closely aligned with the Halls of Justice in Waterdeep.
Additionally (and not mentioned in the prologue), your character may be a member of The Platinum Talon, a small group of lawful-good dragonborn devoted to Bahamut, the Platinum Dragon.
Ability scores. You will roll seven times (4d6, drop lowest) and then choose the six best results. If those six results total less than 70, then you may re-roll all seven.
Feats: At levels 4 and 8, you may select a feat rather than an ability score improvement.
Customization options: You may utilize the character creation options laid out in Tasha’s Cauldron of Everything.
Equipment: Starting equipment will be determined as follows:
Each character will have 750 gold pieces to spend on equipment. One common magic item may be purchased with this money; (its cost will be determined by a dice roll (5d12+50).
Your character may begin with two uncommon magic items or one rare magic item. NOTE: Twelve pieces of magical ammunition are equivalent to one magic item.
So, if you've managed to wade through all of the above and wish to throw your hat in the ring, then in this thread, please submit the following information about your character:
Name:
Race:
Class(es), Subclass(es), and Level(s):
Above-mentioned organization to which your character is loyal:
An event or individual that had a significant impact on your character (for better or worse):
These five things are all that's needed. Nothing else for now. I apologize in advance for being unable to select all of you who apply. I will leave this recruitment thread open for approximately 48 hours.
Class(es), Subclass(es), and Level(s): Aberrant Mind 8/ Wizard 1
Above-mentioned organization to which your character is loyal: Harpers
An event or individual that had a significant impact on your character (for better or worse): His mother was attacked by a mind flayer while nearly ready to give birth, and had her brain devoured before the monster was driven off, but some of its taint must have made its way to the child. As a teen he awakened certain powers and even learned to cast some spells without training, then was briefly an apprentice to a wizard before leaving due to philosophical (alignment) differences. Afterward he did arcane research on his own and caught the notice of Harpers who approached him to offer membership. He declined but is on good terms with them.
The character concept is a metamage: a sorcerer who is convinced he is a wizard (spellbook, familiar, spends time "preparing spells" each day, etc).
This post has potentially manipulated dice roll results.
Ability scores: 17141214141415
Name: Korba Muriz
Race: Drow Half-Elf
Class(es), Subclass(es), and Level(s): Paladin 6/Hexblade 3
Above-mentioned organization to which your character is loyal: Holy Order of the Knights of Samular
An event or individual that had a significant impact on your character (for better or worse): Finding the broken blade that changed his life forever, granting him power, but controlling him. It was a sacrifice he needed to make to save the child with whom he was charged though... (this is the short version, I have a much longer backstory in a google doc if you'd like to read it)
Class(es), Subclass(es), and Level(s) Storm Sorcerer 7, Tempest Cleric 2
Above-mentioned organization to which your character is loyal: The Harpers
An event or individual that had a significant impact on your character (for better or worse):
Chained aboard a slaver's vessel, helpless as water leaked from the deck above dripping down onto his face, Chrohn had no uncertainties what had led him to this point, there was no string of bad luck, no wrong place or time, tried to stack the deck and the house came crashing down on him. As the waves rocking the ship, started to dizzy the downtrodden man, sending his mind adrift, and the sound of rain hitting wood began, just barely, to cover the groans of the others who'd found themselves in similar captivity Chrohn thought to himself, there could be no salvation for people like him, and he cried just for a moment while he knew no one could hear. In his haze, as if everything else turned silent he heard the sound of boots squelching against water, and the loose boards creaking below them, and they stopped in front of him for just a moment, a smarter man would never have looked up, but Chrohn wasn't a smarter man, as he lifted his head a flash of light struck through the ship right in front of him, creating a hole into the sea below, the light blurred Chrohn's vision before he looked up to see a fire spreading on the upper deck, and from the sky, another flash of light, and a deafening boom of thunder soon after. The storm tore the ship asunder, a sinking Chrohn watched the lights flashing in the sky getting dimmer as he drifted lower, the furious waters pushing him deeper...
Edit: Adding Ability Score Roll Ability scores: 11131712151614
This post has potentially manipulated dice roll results.
Interested, will add a character after my Ability scores: 18161214151312
Name: Donir Evenfeet
Race: Hill Dwarf
Class(es), Subclass(es), and Level(s): Artificer/Armorer 9
Above-mentioned organization to which your character is loyal: Order of the Even-Handed
An event or individual that had a significant impact on your character (for better or worse): A cruel twist of fate claimed Donir's right arm below the elbow, and left his left hand severely mangled, when (ironically) his prototype prosthetic arm's magical power source overloaded, causing a large magical explosion. For a long time, he allowed this loss to consume him, and did nothing but drink and let the funds he had accumulated over the years drain away. But eventually he heard the preaching of a priest of Tyr the Even-Handed, and was inspired by the similarity of the god's tale to his own(though Tyr lost his hand to a wolf, not a bungle in the workshop, of course). He sought out and joined the Order of the Even-Handed, who was sympathetic to him, and helped him train his mangled, but not entirely useless hand back into working order. He actually became quite proficient with it, and eventually he felt that he could work at the forge again, even with just one hand. He brought back out and modified his old prosthetic designs, and forged a gauntlet that made his mangled hand work like it was new again. But he didn't stop there, no. He continued building, until he had a full suit of armor that made him feel like a new man when he wore it. He went from useless, weak, pot-bellied drunk to valiant warrior of Tyr, and all it took was a few hammer swings. Even with the ability to do so, he refused to replace his right hand, out of respect for his patron god.
Class(es), Subclass(es), and Level(s): 9th level Celestial Warlock (probably either Tome or Talisman)
Above-mentioned organization to which your character is loyal: Harpers, Patrin will be a member
An event or individual that had a significant impact on your character (for better or worse):
Patrin was an investigator in Waterdeep, ambushed by a serial murderer he was tracking down, who subsequently fled the city. Left to die in a pool of his own blood, he was offered an opportunity by a Celestial, to continue to battle injustice with their aid. As time passed after the incident Patrin found himself increasingly dissatisfied with the strictures of the law (as opposed to dealing in justice), and resigned his post in order to help people more directly, and to deal with miscreants more directly too. (His alignment shifted from LG to CG as the influence of his patron became established)
Class(es), Subclass(es), and Level(s): Fighter 9 (Samurai, will reflavour)
Above-mentioned organization to which your character is loyal: Harpers
An event or individual that had a significant impact on your character (for better or worse):
When he was young, Belros wanted nothing more than to learn magic. Together with his brother Malrand, Belros was apprenticed to a wizard to train in the arcane arts. However it soon became apparent that Belros lacked the ability to speak incantations without proper or lengthy preparation whereas his brother was considered a prodigy. His mentor kicked Belros out, causing the young man to turn away from magic and focus himself on martial training. Nurturing a distrust and disgust of magic, Belros now hunts down renegade spellcasters. Though he knows that with every mage he cuts down, he inches ever closer to the inevitable confrontation with his brother and truth be told, he does not know if he is ready when it comes to that.
Class(es), Subclass(es), and Level(s): Monk (9) - Way of the Kensei
Above-mentioned organization to which your character is loyal: Order of the Even-Handed
An event or individual that had a significant impact on your character (for better or worse): Sky is grateful for the half-elf that found her and took her into the monastery. Young and alone, Sky needed a place where she could not just survive, but thrive. Under the attention of the half-elf, she learned the ways of their monastery, becoming a full-fledged monk after years of training. She owes everything to her master; she’d follow them anywhere, do almost anything for them. They were kind to her, never harsh like so many of the other masters. But then her mentor betrayed their monastery and fled, leaving her behind. Sky just wants to find them and ask why.
Class(es), Subclass(es), and Level(s): Oath of Redemption Paladin (9)
Above-mentioned organization to which your character is loyal: Holy Order of the Knights of Samular
An event or individual that had a significant impact on your character (for better or worse): Terragea was a pirate, the family trade his family had set on. As a child and early teen, Terragea was good at the trade, although he never really liked the idea of killing and pillaging other people, so he always looked for a chance to escape. His moment came when a storm like no other ravaged the seas and tore the sky asunder. The ship was completely wrecked, and to Terragea's knowledge, none survived other than him. He was only able to survive because he drifted to the shore. He made his way to the local church where he begged the father to forgive his sins, and the father graciously did so. Now he adventures looking to forgive others and redeeming them of their sins. If that, and all other peaceful attempts fail, he will resort to violence, but only as a last resort.
All classes and subclasses, with the exception of Critical Role content, are permitted. Therefore, the Bloodhunter class and three subclasses (Gunslinger, Way of the Cobalt Soul, and Oath of the Open Sea) are off limits.
Asking because some DMs consider them as CR content: Explorer's Guide to Wildemount classes are allowed, right?
Another doubt: Would you allow in your game the combo of Shadow Blade to combine with Booming/Green-Flame Blade? The cantrips now demand a a melee weapon worth at least 1 sp but Crawford stated that this alteration was not meant to impossibilitate the combo, going as far as to say in Sage's Advice that he'd allow the combo to work and apply the value of a simple melee weapon from the PHB to weapon created by Shadow Blade.
This post has potentially manipulated dice roll results.
Ability scores: 14111213131013
Name: Immeral Lathalas
Race: Eladrin or High Elf
Class(es), Subclass(es), and Level(s): Chronurgy Wizard 9
Above-mentioned organization to which your character is loyal: The Harpers
An event or individual that had a significant impact on your character (for better or worse):
Born and raised in an elven city that existed in the twilit gray between the mundane world and the Feywild, Immeral is the only child of two adventurous eladrin parents who often traveled Faerun living a life of heroic adventure, exploring dark places, befriending those of various races, defeating horrible monsters, gaining fame and helping keep the world safe. He grew up mainly as a scholar, studying arcane lore and history. His fondest memories of childhood are of his parents returning from adventurers often joined by dwarves, halflings, humans, gnomes and others from the outside world. He eventually learned that his parents and their comrades were associated with the Harpers, and he dreamed of following in their footsteps.
But tragedy struck. His parents' comrades returned to the forest city bearing both his parents on stretchers. They were not dead, but almost something worse. Struck by a powerful necromancer's magic, they had aged hundreds of years in but a moment, and now were feeble of mind and body, unable even to remember who they were. Not even the Eladrin High Court's greatest wizards could reverse the curse, and they steadily neared death's door. Immeral spent hours studying arcane tomes, trying to figure out how to turn back the clock for his parents. But it was of no use and eventually they passed into the next world.
He vowed to solve the riddles of time and death and somehow get his parents back. He became a scholar of chronurgy, working to manipulate the powerful forces of time. He has excelled in his work and grown more powerful. Following in his parents' footsteps, he has taken to a life of adventure, seeking magical secrets and power that perhaps could at least let hiim see his parents as they were one more time. Meanwhile, he has vowed to make them proud, using his magic to help the Harpers and others aid those in need even as he hunts for more knowledge and magic. Now he has been summoned to meet with high representatives of the Harpers and others about a most important quest...
Name: Armmek Thunderdelver Race: Hill dwarf Class: Order domain cleric (9) Above-mentioned organization to which your character is loyal: Order of the Even-handed An event or individual that had a significant impact on your character (for better or worse):
(9 will be strength score, if I may I might even lower it a bit more for the story) Armmek never had the strength to be the person he wanted to be; he wanted to be a hero of order, to go on adventures, and protect those around him by being a frontliner if they would ever come into combat. Unfortunately, he was born to early and he never gained the strength that most dwarves gained growing up. This led him unable to wear the armor or weapons he needed to be the person he wanted to be. However, at one point he met the grandmaster smith Belcher, who could use magic in forging his items. Belcher took pity on Ammrek, how he had such high ambitions for himself, but couldn't get anywhere close due to his lack of strength. Therefore, Belcher made him a pair of gauntlets of ogre power, and not only that he also made him mitral armor for protection, even when not wearing his gauntlets. Since that moment Armmek has travelled the world to fight against those that do no uphold the law, while knowing that at one time he has to pay back his debt to Belcher.
"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
Class(es), Subclass(es), and Level(s): Paladin / Oath of the Watcher / Level 9
Above-mentioned organization to which your character is loyal: Holy Order of the Knights of Samular
An event or individual that had a significant impact on your character (for better or worse):
Brevig’s father is Cyric, God of Lies. His mother was a mortal half-elf who, prey to Cyric’s power of illusion, conceived Brevig 100 years ago, believing she was making love to her own husband, not to a celestial being. She died in childbirth, and Cyric transported newborn Brevig, a demi-god, to the celestial realm. Cyric’s many offspring form a contingent of guardians, kept mostly for show, as their powers are diminutive compared to the known deities. But when the whim takes him, Cyric sends his cadre of half-mortal offspring to the physical plane to weaken the rule of law, and to spread chaos. Event or individual: Cyric's half-mortal offspring -- Brevig's half-siblings -- with whom he later became much estranged.
Name: Pasco Buckthorn Race: Stout Halfling Class(es), Subclass(es), and Level(s): Horizon Walker Ranger 9 Above-mentioned organization to which your character is loyal: The Harpers An event or individual that had a significant impact on your character (for better or worse): Pasco's parents were herbalists and they wanted their children to help them with their medicines. Pasco was a rather selfish child, so he would pretend to be gathering herbs and just play in the woods instead. He did this for several years in a row, until the year he came across a strange glowing portal. Curious, he approached the portal, and a monster emerged from the portal and attacked him. Pasco would have been killed, but a passing ranger, affiliated with the Harpers, intervened. The ranger killed the monster and used magic to heal Pasco's injuries, saving his life. The ranger brought him back to his village where his parents blamed themselves for his near death. Pasco felt very guilty, because he was not even helping his parents, just avoiding work. He never helped anyone. If a monster had attacked someone, he would have run away. Wanting to change his ways, Pasco spoke to the ranger and asked if he could learn to be a ranger too. The ranger agreed, and since that moment Pasco has dedicated himself to helping others, and works with the Harpers at times to accomplish those goals.
Above-mentioned organization to which your character is loyal: Harpers
An event or individual that had a significant impact on your character (for better or worse):
Fargoth and his family lived in a small cottage near the edge of a large, noble-owned forest. He would hunt game illegally at night, avoiding the rangers patrolling the forest. This allowed him to feed and cloth his family and sell the meat and skins on black market for some extra coin. He was caught and jailed, during which time his family suffered without him. On his release, he returned to his family with a changed outlook, now expressing a desire to use his skills as an adventurer, both to raise money, and also to scratch his itch for poaching.
Backstory: Julisa grew up in an orphanage in Waterdeep. She was a lonely child, ostracized by the other children due to her hellish visage. She was always talking to her imaginary friend Sha'do. As she got older, and into more trouble, strange things began to happen at the orphanage, shadows seemed to move on their own, nightmares were shared by several children at once. The matron called in the Clerics of Mystra to find the cause of the occurrences. They found the source of the magic emanating from Julisa. She was taken in by the order and they began to try and train her to be a cleric. She quickly realized she could hear a voice from beyond but that voice wasn't Mystra, it was Sha'do's voice. Finally able to realize her friend wasn't imaginary she began to ask Sha'do questions, finding out Sha'do was a Shagar-kai from the the Shadowfell. Her training did not go well and she soon left the order, all the while gaining more mastery over her burgeoning psionic abilities, Sha'do whispering in her ear the whole time. During a long night of drinking Julisa rebuffed advances from a group of young humans. They followed her out fo the tavern calling after her and finally chasing her into a dead end alley and began assaulting her. The voice of Sha'do became a roar in her head and suddenly two glowing purple blades of pure energy erupted from her fists. Fighting back she quickly incapacitated two of the men while the other two fled. The slow clapping of hands spun her around to find a half-elf man standing at the entrance to the alley. He congratulated her on fighting them off and introduced himself as Yellon, an agent of the Harpers. He offered to take her in and to train her to use her abilities to serve the greater good of Waterdeep. She now uses her skills to infiltrate the corrupt organizations that liter her city and root out the evil within, the whole time hearing the shadows talking to her urging her to let go and enjoy her powers.
Class(es), Subclass(es), and Level(s): Monk Way of the astral self lv 9
Above-mentioned organization to which your character is loyal: Order of the Even-hand
An event or individual that had a significant impact on your character (for better or worse):
Nadda knows nothing of his family, Nadda knows not of his ancestry, Nadda doesn't know of the world outside. Nadda only knows the order, the order raised Nadda, trained Nadda, educated Nadda, molded Nadda into what Nadda is today. And nothing is getting in Nadda's way to fulfill the order's tasks.
Hitoshi grew up an herbalist with exceptional talent, developing his gifts further under the tutelage of a ranger. He eventually surpassed the ranger’s Druidic gifts via his own efforts for enlightenment and primordial power.
He grew up, had a family. His son, Soren, was the light of his life. Now, he is Hitoshi’s greatest shame. Soren joined a cult of Tiamat worshippers, and is still out there somewhere. Hitoshi is leaping at any chance to get at the cults and find his son. He failed Soren so many times, he hopes that he can pull him back from the brink yet.
Hitoshi joined the Platinum Talon long before Soren’s fall. In fact, he had been part of a team that got close to finding information about one of the Five Feathers of Gruemar. It was then that Soren betrayed all of them. His team died, and his son was gone with the information.
All classes and subclasses, with the exception of Critical Role content, are permitted. Therefore, the Bloodhunter class and three subclasses (Gunslinger, Way of the Cobalt Soul, and Oath of the Open Sea) are off limits.
Asking because some DMs consider them as CR content: Explorer's Guide to Wildemount classes are allowed, right?
Another doubt: Would you allow in your game the combo of Shadow Blade to combine with Booming/Green-Flame Blade? The cantrips now demand a a melee weapon worth at least 1 sp but Crawford stated that this alteration was not meant to impossibilitate the combo, going as far as to say in Sage's Advice that he'd allow the combo to work and apply the value of a simple melee weapon from the PHB to weapon created by Shadow Blade.
You do mean the subclasses--Chronurgy Magic, Graviturgy Magic, and Echo Knight--from Explorer's Guide to Wildemount, correct? If so, then, yes, they are allowed.
Regarding Shadow Blade (first, allow me to thank you for the opportunity you gave me to do a bit of D&D homework/research), yes, I would allow that spell to be combined with Booming Blade or Green-flame Blade. Fascinating idea actually.
All classes and subclasses, with the exception of Critical Role content, are permitted. Therefore, the Bloodhunter class and three subclasses (Gunslinger, Way of the Cobalt Soul, and Oath of the Open Sea) are off limits.
Asking because some DMs consider them as CR content: Explorer's Guide to Wildemount classes are allowed, right?
Another doubt: Would you allow in your game the combo of Shadow Blade to combine with Booming/Green-Flame Blade? The cantrips now demand a a melee weapon worth at least 1 sp but Crawford stated that this alteration was not meant to impossibilitate the combo, going as far as to say in Sage's Advice that he'd allow the combo to work and apply the value of a simple melee weapon from the PHB to weapon created by Shadow Blade.
You do mean the subclasses--Chronurgy Magic, Graviturgy Magic, and Echo Knight--from Explorer's Guide to Wildemount, correct? If so, then, yes, they are allowed.
Regarding Shadow Blade (first, allow me to thank you for the opportunity you gave me to do a bit of D&D homework/research), yes, I would allow that spell to be combined with Booming Blade or Green-flame Blade. Fascinating idea actually.
Oh, actually, about this... would you permit the Armorer's punches to also work with BB/GFB? Because they count as weapon attacks, and while they aren't actual weapons with costs, the armor that is used to make them certainly has a cost.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
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Hello, fellow play-by-posters!
I’m seeking four or five of you to join me in creating a unique story about the five feathers of Gruemar. Please take the time to look over all of the following, which is provided to help you in making your decision about whether to apply for this adventure.
Regarding this adventure.
This is a homebrew campaign that will take place in Faerûn, and the lore and history thereof will be observed and maintained as much as possible. Characters will begin at 9th level and will likely progress to 15th level (or higher) by the story’s end. I will enable content sharing, which should provide nearly everything you might need for your character.
Regarding the DM.
Spend a few minutes looking at my posting history here in D&D Beyond; that should give you a bit of insight into the way I do things. I do request the following:
Regarding your character.
Please do NOT create a character sheet yet. There’s no need to do so until you’ve actually been selected. If you are selected, these are the constraints that will be placed upon character creation:
*As described in Tasha’s Cauldron of Everything
So, if you've managed to wade through all of the above and wish to throw your hat in the ring, then in this thread, please submit the following information about your character:
These five things are all that's needed. Nothing else for now. I apologize in advance for being unable to select all of you who apply. I will leave this recruitment thread open for approximately 48 hours.
Happy adventuring,
Jack
Ability scores: 12 11 15 9 12 9 14
The character concept is a metamage: a sorcerer who is convinced he is a wizard (spellbook, familiar, spends time "preparing spells" each day, etc).
Ability scores: 17 14 12 14 14 14 15
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Chained aboard a slaver's vessel, helpless as water leaked from the deck above dripping down onto his face, Chrohn had no uncertainties what had led him to this point, there was no string of bad luck, no wrong place or time, tried to stack the deck and the house came crashing down on him. As the waves rocking the ship, started to dizzy the downtrodden man, sending his mind adrift, and the sound of rain hitting wood began, just barely, to cover the groans of the others who'd found themselves in similar captivity Chrohn thought to himself, there could be no salvation for people like him, and he cried just for a moment while he knew no one could hear. In his haze, as if everything else turned silent he heard the sound of boots squelching against water, and the loose boards creaking below them, and they stopped in front of him for just a moment, a smarter man would never have looked up, but Chrohn wasn't a smarter man, as he lifted his head a flash of light struck through the ship right in front of him, creating a hole into the sea below, the light blurred Chrohn's vision before he looked up to see a fire spreading on the upper deck, and from the sky, another flash of light, and a deafening boom of thunder soon after. The storm tore the ship asunder, a sinking Chrohn watched the lights flashing in the sky getting dimmer as he drifted lower, the furious waters pushing him deeper...
Edit: Adding Ability Score Roll
Ability scores: 11 13 17 12 15 16 14
Interested, will add a character after my Ability scores: 18 16 12 14 15 13 12
"Ignorance is bliss, and you look absolutely miserable."
This sounds really interesting.
Ability rolls: 10 11 13 12 17 11 16
Patrin was an investigator in Waterdeep, ambushed by a serial murderer he was tracking down, who subsequently fled the city. Left to die in a pool of his own blood, he was offered an opportunity by a Celestial, to continue to battle injustice with their aid. As time passed after the incident Patrin found himself increasingly dissatisfied with the strictures of the law (as opposed to dealing in justice), and resigned his post in order to help people more directly, and to deal with miscreants more directly too. (His alignment shifted from LG to CG as the influence of his patron became established)
Ooh, high(er) level play. Sounds interesting.
Ability scores: 16 13 10 15 14 16 10
Reroll Ability scores: 12 12 11 13 14 11 8
When he was young, Belros wanted nothing more than to learn magic. Together with his brother Malrand, Belros was apprenticed to a wizard to train in the arcane arts. However it soon became apparent that Belros lacked the ability to speak incantations without proper or lengthy preparation whereas his brother was considered a prodigy. His mentor kicked Belros out, causing the young man to turn away from magic and focus himself on martial training. Nurturing a distrust and disgust of magic, Belros now hunts down renegade spellcasters. Though he knows that with every mage he cuts down, he inches ever closer to the inevitable confrontation with his brother and truth be told, he does not know if he is ready when it comes to that.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Asking because some DMs consider them as CR content: Explorer's Guide to Wildemount classes are allowed, right?
Another doubt: Would you allow in your game the combo of Shadow Blade to combine with Booming/Green-Flame Blade? The cantrips now demand a a melee weapon worth at least 1 sp but Crawford stated that this alteration was not meant to impossibilitate the combo, going as far as to say in Sage's Advice that he'd allow the combo to work and apply the value of a simple melee weapon from the PHB to weapon created by Shadow Blade.
Ability scores: 14 11 12 13 13 10 13
Born and raised in an elven city that existed in the twilit gray between the mundane world and the Feywild, Immeral is the only child of two adventurous eladrin parents who often traveled Faerun living a life of heroic adventure, exploring dark places, befriending those of various races, defeating horrible monsters, gaining fame and helping keep the world safe. He grew up mainly as a scholar, studying arcane lore and history. His fondest memories of childhood are of his parents returning from adventurers often joined by dwarves, halflings, humans, gnomes and others from the outside world. He eventually learned that his parents and their comrades were associated with the Harpers, and he dreamed of following in their footsteps.
But tragedy struck. His parents' comrades returned to the forest city bearing both his parents on stretchers. They were not dead, but almost something worse. Struck by a powerful necromancer's magic, they had aged hundreds of years in but a moment, and now were feeble of mind and body, unable even to remember who they were. Not even the Eladrin High Court's greatest wizards could reverse the curse, and they steadily neared death's door. Immeral spent hours studying arcane tomes, trying to figure out how to turn back the clock for his parents. But it was of no use and eventually they passed into the next world.
He vowed to solve the riddles of time and death and somehow get his parents back. He became a scholar of chronurgy, working to manipulate the powerful forces of time. He has excelled in his work and grown more powerful. Following in his parents' footsteps, he has taken to a life of adventure, seeking magical secrets and power that perhaps could at least let hiim see his parents as they were one more time. Meanwhile, he has vowed to make them proud, using his magic to help the Harpers and others aid those in need even as he hunts for more knowledge and magic. Now he has been summoned to meet with high representatives of the Harpers and others about a most important quest...
Name: Armmek Thunderdelver
Race: Hill dwarf
Class: Order domain cleric (9)
Above-mentioned organization to which your character is loyal: Order of the Even-handed
An event or individual that had a significant impact on your character (for better or worse):
(9 will be strength score, if I may I might even lower it a bit more for the story)
Armmek never had the strength to be the person he wanted to be; he wanted to be a hero of order, to go on adventures, and protect those around him by being a frontliner if they would ever come into combat. Unfortunately, he was born to early and he never gained the strength that most dwarves gained growing up. This led him unable to wear the armor or weapons he needed to be the person he wanted to be. However, at one point he met the grandmaster smith Belcher, who could use magic in forging his items. Belcher took pity on Ammrek, how he had such high ambitions for himself, but couldn't get anywhere close due to his lack of strength. Therefore, Belcher made him a pair of gauntlets of ogre power, and not only that he also made him mitral armor for protection, even when not wearing his gauntlets. Since that moment Armmek has travelled the world to fight against those that do no uphold the law, while knowing that at one time he has to pay back his debt to Belcher.
Ability scores: 8 16 10 10 9 14 14
reroll because below 70:
Ability scores: 9 11 12 12 8 7 15
"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
Brevig’s father is Cyric, God of Lies. His mother was a mortal half-elf who, prey to Cyric’s power of illusion, conceived Brevig 100 years ago, believing she was making love to her own husband, not to a celestial being. She died in childbirth, and Cyric transported newborn Brevig, a demi-god, to the celestial realm. Cyric’s many offspring form a contingent of guardians, kept mostly for show, as their powers are diminutive compared to the known deities. But when the whim takes him, Cyric sends his cadre of half-mortal offspring to the physical plane to weaken the rule of law, and to spread chaos. Event or individual: Cyric's half-mortal offspring -- Brevig's half-siblings -- with whom he later became much estranged.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Ability Scores: Ability scores: 10 17 16 7 16 12 18
Name: Pasco Buckthorn
Race: Stout Halfling
Class(es), Subclass(es), and Level(s): Horizon Walker Ranger 9
Above-mentioned organization to which your character is loyal: The Harpers
An event or individual that had a significant impact on your character (for better or worse):
Pasco's parents were herbalists and they wanted their children to help them with their medicines. Pasco was a rather selfish child, so he would pretend to be gathering herbs and just play in the woods instead. He did this for several years in a row, until the year he came across a strange glowing portal. Curious, he approached the portal, and a monster emerged from the portal and attacked him. Pasco would have been killed, but a passing ranger, affiliated with the Harpers, intervened. The ranger killed the monster and used magic to heal Pasco's injuries, saving his life. The ranger brought him back to his village where his parents blamed themselves for his near death. Pasco felt very guilty, because he was not even helping his parents, just avoiding work. He never helped anyone. If a monster had attacked someone, he would have run away. Wanting to change his ways, Pasco spoke to the ranger and asked if he could learn to be a ranger too. The ranger agreed, and since that moment Pasco has dedicated himself to helping others, and works with the Harpers at times to accomplish those goals.
Ability scores: 17 9 14 7 7 12 17
Fargoth and his family lived in a small cottage near the edge of a large, noble-owned forest. He would hunt game illegally at night, avoiding the rangers patrolling the forest. This allowed him to feed and cloth his family and sell the meat and skins on black market for some extra coin. He was caught and jailed, during which time his family suffered without him. On his release, he returned to his family with a changed outlook, now expressing a desire to use his skills as an adventurer, both to raise money, and also to scratch his itch for poaching.
Ability scores: 15 7 14 9 16 13 14
Name: Julisa
Race: Tiefling
Class: Rogue(Soulknife) lvl 8, Cleric(Twilight Domain) lvl 1
Org: Harpers
Backstory: Julisa grew up in an orphanage in Waterdeep. She was a lonely child, ostracized by the other children due to her hellish visage. She was always talking to her imaginary friend Sha'do. As she got older, and into more trouble, strange things began to happen at the orphanage, shadows seemed to move on their own, nightmares were shared by several children at once. The matron called in the Clerics of Mystra to find the cause of the occurrences. They found the source of the magic emanating from Julisa. She was taken in by the order and they began to try and train her to be a cleric. She quickly realized she could hear a voice from beyond but that voice wasn't Mystra, it was Sha'do's voice. Finally able to realize her friend wasn't imaginary she began to ask Sha'do questions, finding out Sha'do was a Shagar-kai from the the Shadowfell. Her training did not go well and she soon left the order, all the while gaining more mastery over her burgeoning psionic abilities, Sha'do whispering in her ear the whole time. During a long night of drinking Julisa rebuffed advances from a group of young humans. They followed her out fo the tavern calling after her and finally chasing her into a dead end alley and began assaulting her. The voice of Sha'do became a roar in her head and suddenly two glowing purple blades of pure energy erupted from her fists. Fighting back she quickly incapacitated two of the men while the other two fled. The slow clapping of hands spun her around to find a half-elf man standing at the entrance to the alley. He congratulated her on fighting them off and introduced himself as Yellon, an agent of the Harpers. He offered to take her in and to train her to use her abilities to serve the greater good of Waterdeep. She now uses her skills to infiltrate the corrupt organizations that liter her city and root out the evil within, the whole time hearing the shadows talking to her urging her to let go and enjoy her powers.
Nadda knows nothing of his family, Nadda knows not of his ancestry, Nadda doesn't know of the world outside. Nadda only knows the order, the order raised Nadda, trained Nadda, educated Nadda, molded Nadda into what Nadda is today. And nothing is getting in Nadda's way to fulfill the order's tasks.
Ability scores: 13 12 15 16 14 12 9
holy guacamole...
Hitoshi Heavystep - Dragonborn (Green) - Druid (land - mountain) 9
Affiliated with the Platinum Talon
Hitoshi grew up an herbalist with exceptional talent, developing his gifts further under the tutelage of a ranger. He eventually surpassed the ranger’s Druidic gifts via his own efforts for enlightenment and primordial power.
He grew up, had a family. His son, Soren, was the light of his life. Now, he is Hitoshi’s greatest shame. Soren joined a cult of Tiamat worshippers, and is still out there somewhere. Hitoshi is leaping at any chance to get at the cults and find his son. He failed Soren so many times, he hopes that he can pull him back from the brink yet.
Hitoshi joined the Platinum Talon long before Soren’s fall. In fact, he had been part of a team that got close to finding information about one of the Five Feathers of Gruemar. It was then that Soren betrayed all of them. His team died, and his son was gone with the information.
Paladin - warforged - orange
You do mean the subclasses--Chronurgy Magic, Graviturgy Magic, and Echo Knight--from Explorer's Guide to Wildemount, correct? If so, then, yes, they are allowed.
Regarding Shadow Blade (first, allow me to thank you for the opportunity you gave me to do a bit of D&D homework/research), yes, I would allow that spell to be combined with Booming Blade or Green-flame Blade. Fascinating idea actually.
Oh, actually, about this... would you permit the Armorer's punches to also work with BB/GFB? Because they count as weapon attacks, and while they aren't actual weapons with costs, the armor that is used to make them certainly has a cost.
"Ignorance is bliss, and you look absolutely miserable."