I am going to try and marry a combat heavy game with the rest variant: epic heroism.
Epic Heroism
This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate.
Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher.
Roll 4d6 and drop the lowest, rerolling ones for ability score. Please apply with rolled ability scores and character's:
Name: Race: Class: Background: Backstory: (please end your backstory with how you came to be in the Tasty Tankard tavern 3 hours before sunset.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
This post has potentially manipulated dice roll results.
Name: Grim Greycastle Race: Half-Orc Class: Paladin Stats: : 121311111212 Background: Acolyte Quick Backstory: Grim was abandoned as an infant, left to perish in the forest. He was found by a high priestess of Liira named Natali. She brought him back to the the temple of Lliira at Greycastle, an abandoned fortress renovated by the followers of Lliira. Even as an infant he seemed dour and sullen, earning the name "Grim". Despite this, Grim believes deeply in the teachings of Lliira, even knowing that his ancestry puts him at disadvantages here. Still he takes time to find joy in his life, from simple things like enjoying sunsets and wildflowers, to the more elaborate communal rites of Lliira. He has always seen himself as the protector joy and those who simply want to enjoy life from those who would oppress or harm them so early on he decided to become a Paladin in the service of Lliira. When the then Reverend Mother Natali passed away, he was given a letter from her telling him it was time for him to go out into the world and find ways to bring Joy to himself and others. He was also given a small Reliquary with some of her ashes to remind him that a part of her will always be with him.
In this world gods are real. But when someone sees a deity that nobody else can see, it is likely a mild form of madness. Grim sees Lliira regularly and she speaks to him. When she was alive the Reverend Mother told Grim that this isn't something he should talk about. It was Lliira who suggested that Grim should be at the Tasty Tankard tavern 3 hours before sunset. Grim doesn't know why he's here but feels that this is where he needs to be.
Level 1 to start but with a combat heavy campaign leveling up might be quicker.
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"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Syvis Fenrel was one of the watchmen over the chasm entrance in their home forest. The chasm opened not even a century ago, leading to a rift through the underdark. Syvis served the mandatory term as a scout, went on to train as ranger and, with this commission, much of Syvis’ life was spent manning a watch station. Much of the time, he would do so alone, knowing full well that if a beast or aberration loomed from the darkness he would only have his own instincts and skills to keep him alive.
Some nights, Syvis thought he could hear whispers that seemed to come from the very rock walls of the cavern itself. And later, on an exploratory expedition, Syvis found himself approached and surrounded by a large group of humanoid mushrooms - which he later learned were known as ‘myconids’. As it turned out, they had even sent small individuals to blow spores over to the watchstation, and that was the source of the voices Syvis had been hearing.
The myconids showed Syvis many new tunnels and routes, however, as he was about to go back, Syvis realised he had been away from his post for too long, leaving it unguarded. He hurried back, as he approached the forest, he was horrified to see swarms of aberrations and bizarre creatures pouring out of the rift and into the forest. Distant screams began to rise as the treetop settlements were taken by surprise, not expecting an attack of such a scale to come from the rift.
Syvis took to the trees, waking and warning as many as he could, slaying the blade-legged monstrosities at every opportunity. But it was quickly becoming obvious that the entire settlement was being overwhelmed. Aghast, Syvis saw that the situation was hopeless.
Gathering what survivors he was able, and over the next few months the group wandered and splintered. Some made their own arrangement, finding work suited to their skills, or finding patrons who took them in. Eventually Syvis found that he was the only one of the group that had not settled somewhere, realising that wandering, exploring and being on the move was his profession - it was all he knew.
So he continued his wandering, with the help of the telepathic link with the myconids, they showed him the way to the nearest human settlement. Setting foot onto this unfamiliar land, he found his way into this tavern, planning to stay for the night before he sets on his way again.
Name: Fahrin Blackwoods Race: Half-Elf Class: Rogue Background: Far Traveler Backstory: Fahrin was raised by an outcast drow in the wilds of the Underdark. His mother fought alone, hunting for food and water to survive in exile. The beast that roamed the endless caverns were unimaginably terrifying, cruel, and numerous. The luminous husk of a large mushroom was the first bed he ever knew, the warlike screams of his mother as she fought to defend him the first sound he could recall, before he knew how to walk he'd seen more blood than anyone rightly should. Not more than a child, he'd known the moment he was able to hold a knife, because he had to, when you stand in the shadow of a spider, seeing venom leak from its fangs you do whatever it is that you can, however little it may be. For many more years Fahrin and his mother survived however they could, occasionally they met travelers from above, the surface, they were amazed to be telling tales of their normal towns and cities as if they were fantasy, but to Fahrin it was unbelievable, green grass and blue skies that gave water, a giant fiery orb in the sky. It was something he needed to see, and every day he looked around the unending darkness of his home he knew he had to leave, to see something different, and with time and sorrowful good byes to his mother, and the promise to come back with tales of the surface, he did, on the back of a carriage of a Dwarven band his mother had previously escorted as close to the Drow stronghold as she was allowed to travel. And as they made their way out, they gave him instructions on what to do when they were reached their destination "First get absolutely hammered. Then ya ask the bar maid for another drink. And do it all again when ya wake up. That's what I'm planning on at least." Fahrin wasn't quite so sure, but the stories he'd heard of taverns always did sound exciting.
Name: Petcan Rothenel Race: Drow Class: Sorcerer - Draconic blood origin Background: Entertainer Backstory: Petcan was born a drow, but grew up on the surface after an order of knights stormed a Drow fortress and found themselves unable to kill a child. Still uncertain what to do with him once they returned to the surface, the solution came when a traveling storyteller offered to take the boy. They grabbed at the solution, finding other choices too complex or difficult. The storyteller raised the boy in her own profession, and Petcan grew quickly, and learned how to charm those who might be frightened by his appearance. Still, there were unexpected difficulties... Petcan had been the subject of a ritual involving mingling the blood of a dragon with that of the mortal child. His skin grew hard, and his hands burned with magical energy. The strange mood swings, and covetous needs were less beneficial. The time came when his adoptive mother realized she could no longer keep the boy from realizing a destiny. He would have to find a way to come to terms with his blood, his power, and his soul while out there, experiencing the world.
Name: ekō aizawa Race: human Class: wizard/ fighter Background: hero Backstory: (please end your backstory with how you came to be in the Tasty Tankard tavern 3 hours before sunset.) A girl who has a line of family with a unique power to them, she has the ability to stun with a scream and mimic voices. She loves to work and train. She has trained over the years and became a fighter as well as a wizard. Also at the age of 12 she got sliced at the neck but survived. She barely gets sleep and can pass as a worrier if she didn’t know magic. She feels a heart attack when ever she sees her parents in the news in utter fear for what had happened before. Once she gets attached she be over protective. Now that she is 15 and a proud 5’11 she has lots of experience that can be able to assassinate a whole town if she could.
She wanted to grow stronger then she was, she wanted to grow as strong as she could impress her dads. When she tells them, they encourage her to go travel. Once she gets out she started walking and had gotten a map to the near by town. She decided to go to Tasty Tankard tavern where she decided to get coffee. Her favourite drink in the world and still stay tall.
This post has potentially manipulated dice roll results.
Ability scores: 151018131417
(Can I be owlfolk? If not I'll change this)
Name: Seinn Orain
Race: Owlfolk
Class: Bard
Background: Criminal
Backstory: Seinn has always had a talent for music, as most bards do, but Seinn wasn't content just singing on street corners, or even on a stage. He felt like there might be something missing. One morning, as he was playing, he noticed a man weaving through the small crowd that had gathered there and noticed that he was pick-pocketing his admirers. He should have felt anxious then, or scared, or even have shouted out a warning, but he didn't. He felt happy, ecstatic. He started a change in his music, from a little jaunt to a quick paced dancing song. As everyone was dancing, no one noticed the man robbing them blind. Later, he was approached, and offered a position in a thieves guild. He accepted and was taught to distract marks with his music and for the first time felt happy.
But something went wrong on one of his jobs, and his lute was stolen from him, the lute was given to him by Seinn's father, and is crafted from a special wood, and Seinn would do anything to get it back. He heard a contact had some info on the guy who stole it, and was awaiting Seinn at the Tasty Tankard.
This post has potentially manipulated dice roll results.
Ability scores: 131416141616
Name: Marser Reedfellow
Race: Lotusden Halfling
Class: Monk
Background: Mercenary Veteran
Backstory: Marser was born to a family of farmers but never seemed to fit in with that life. From a young age he was the type to get himself into trouble by going places and irritating those he shouldn't. In order to keep him out of trouble he was sent off to the local monastery for the monks to settle him down.
While for the most part the adventurous halfling found the life of a monk boring he did take to the martial arts with ease. This led to many sighs of exasperation from the monks training him as he put no effort into the other aspects of his training. Ev Upon becoming old enough to decide to leave, Marser did so with a wanderlust guiding him to the roads.
Eventually his travels led him to joining up with the Black Talon mercenary company, named for the leader Darrin the Black Talon. Marser was easily able to earn his keep as he used the training from his days in the monastery. Due to his relative experience with actual combat most of his jobs consisted of fighting petty beasts or simple things like delivering things and the like. After one such job he stopped at the Tasty Tankard to get a drink and rest for the night if possible.
This post has potentially manipulated dice roll results.
Ability scores: 11917121014
Name: Bow Race: Variant human Class: Blood hunter Background: Urban bounty hunter Backstory: (please end your backstory with how you came to be in the Tasty Tankard tavern 3 hours before sunset.) 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 to 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.
Arriving in this town late afternoon after finishing his last contact just yesterday. He is looking for a new contract and was in need for a drink; he thought the Tasty Tankard was a good place to end his day and start the next.
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"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
As a junior cleric of Lathander, Randall had spend most of his training in the church, learning divine magic, healing, and combat for those cases when it was necessary. Yet the Morninglord required more than a life of quiet contemplation--his followers were to bring joy and renewal to all, so he was sent to visit other churches and monasteries in the region, looking to help where he could and provide hope and healing for those without his own particular talents, blessing the faithful of all good religions with a taste of Lathander's grace.
One of the places he visited had a wise Reverend Mother of Llira named Natali, and he arrived just as she was bringing a nearly dead infant back from the forest. While her power was much greater than his own, Randall stayed and helped with the child after she healed him, aiding in nursing him back to health. Over the years, Randall visited this temple several times in his pilgrimage to help maintain cordial relations between the faithful of the good deities, extolling the virtues of Lathander and simultaneously celebrating the faiths of the places he visited, healing those he could and bringing renewal to those in need.
Now reaching his middle years, Randall debated going on his annual goodwill trip, thinking maybe it was time for him to settle down and tend just to his own flock, leaving the travel to the younger acolytes. The next morning at sunrise, though, he felt the presence of the Morninglord strongly during his morning prayers. Seeing the face of that infant from so many years ago, he felt a strange urge to head out on his journey again, this time to a tavern named the Tasty Tankard. Idly he wondered what had become of the child as he obeyed the call without hesitation, taking his leave from the church for his goodwill tour and looking forward to a cold ale and hot food...What was that nickname he gained for his dour attitude? Ah, well, the Morninglord would reveal his purpose in due time--Randall's lot was to keep the faith and follow where it leads.
Name: Terragea Race: Tortle (Can be changed to Dragonborn if need be) Class: Paladin
Ability scores: 101113151010 Background: Pirate Backstory: Terragea comes from a family of pirates. As long as history has been recorded, that’s all they’ve ever done. Pillaged, stole, and if times called for it, even kill. Terragea grew up with the trade, albeit reluctantly. He was good at it, but never liked what he was doing and always looked for a chance to escape. That chance came during a fateful night. The sea was wrought with waves and the sky was being torn asunder. All that dared cross the path was annihilated, the ship not exempt from this. The boat which Terragea spent his entire life on was destroyed with one bolt of lightning and a few waves. He lost consciousness during this, and regained it at the shore of a distant land. He had no idea where he was, but he had a goal in mind. He traveled into the city, getting a lot of odd looks, but he paid no mind to them. He traveled to the local church and made his way inside. He begged the father for forgiveness of his sins as a pirate. He was thenceforth known as a Paladin of Redemption. He gave second chances to those who had strayed from the path of righteousness, but if one didn’t wish to stray from their sinning path, he would cut the road from in front of them with no mercy. He is traveling around the world trying to find those to redeem. He’s now inside a tavern, continuing his journey to right wrongs
This is a rough idea of what the 'Tasty Tankard' looks like. I will start a new thread (the main campaign thread) once I've selected from among the applicants and repost it there for a reference.
(I 'borrow' all my art from online so some images may be familiar to those who play a lot.)
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"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
I am closing recruitment for now, but if membership drops below 6 players then it may be reopened at a later date.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Accused of being an 'asocial' creature, Kallista spent most of her life in isolation. But, the isolation was psychological in nature, instead of a physical one. Right after being born in a concentration camp meant for socially alien creatures, she was disposed in a critical condition. But she managed to survive as a member of Arctic Hunter community. She was loved, taken care of as one of them but what separated them from others is the ever-lurking fear of misfortune and bodily harm. As a quick fix, she put a taboo on her second name, and started to carry dreamcatcher locked with her spinal cord which is supposed to lessen the harm caused by her heritage.
When she watched her horde gaining momentum because of an upcoming misfit, she stayed behind instead of following them, deliberately knowing the outcome. Just before three hours of the sunset, she found herself knocking on a strange wooden door, presumably belonging to a tavern. Not getting any response, she pulled out the door and found an array of tables filled with bystanders.
I am going to try and marry a combat heavy game with the rest variant: epic heroism.
Epic Heroism
This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate.
Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher.
Roll 4d6 and drop the lowest, rerolling ones for ability score. Please apply with rolled ability scores and character's:
Name:
Race:
Class:
Background:
Backstory: (please end your backstory with how you came to be in the Tasty Tankard tavern 3 hours before sunset.)
What level?
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Name: Grim Greycastle
Race: Half-Orc
Class: Paladin
Stats: : 12 13 11 11 12 12
Background: Acolyte
Quick Backstory:
Grim was abandoned as an infant, left to perish in the forest. He was found by a high priestess of Liira named Natali. She brought him back to the the temple of Lliira at Greycastle, an abandoned fortress renovated by the followers of Lliira. Even as an infant he seemed dour and sullen, earning the name "Grim". Despite this, Grim believes deeply in the teachings of Lliira, even knowing that his ancestry puts him at disadvantages here. Still he takes time to find joy in his life, from simple things like enjoying sunsets and wildflowers, to the more elaborate communal rites of Lliira. He has always seen himself as the protector joy and those who simply want to enjoy life from those who would oppress or harm them so early on he decided to become a Paladin in the service of Lliira. When the then Reverend Mother Natali passed away, he was given a letter from her telling him it was time for him to go out into the world and find ways to bring Joy to himself and others. He was also given a small Reliquary with some of her ashes to remind him that a part of her will always be with him.
In this world gods are real. But when someone sees a deity that nobody else can see, it is likely a mild form of madness. Grim sees Lliira regularly and she speaks to him. When she was alive the Reverend Mother told Grim that this isn't something he should talk about. It was Lliira who suggested that Grim should be at the Tasty Tankard tavern 3 hours before sunset. Grim doesn't know why he's here but feels that this is where he needs to be.
The Worlds of Pphost a community of DMs and Players making PbP better
Malichi, Tiefling Rogue - Worlds of Pphost- The Amazing Teleportation Machine
DM Worlds of Pphost - Haven 'A Few Days at a Tavern'
Extended Signature
Level 1 to start but with a combat heavy campaign leveling up might be quicker.
Ability scores: 11 11 12 17 14 15
Name: Syvis Fenrel
Race: Wood Elf
Class: Ranger
Background: Haunted One
Backstory:
Syvis Fenrel was one of the watchmen over the chasm entrance in their home forest. The chasm opened not even a century ago, leading to a rift through the underdark. Syvis served the mandatory term as a scout, went on to train as ranger and, with this commission, much of Syvis’ life was spent manning a watch station. Much of the time, he would do so alone, knowing full well that if a beast or aberration loomed from the darkness he would only have his own instincts and skills to keep him alive.
Some nights, Syvis thought he could hear whispers that seemed to come from the very rock walls of the cavern itself. And later, on an exploratory expedition, Syvis found himself approached and surrounded by a large group of humanoid mushrooms - which he later learned were known as ‘myconids’. As it turned out, they had even sent small individuals to blow spores over to the watchstation, and that was the source of the voices Syvis had been hearing.
The myconids showed Syvis many new tunnels and routes, however, as he was about to go back, Syvis realised he had been away from his post for too long, leaving it unguarded. He hurried back, as he approached the forest, he was horrified to see swarms of aberrations and bizarre creatures pouring out of the rift and into the forest. Distant screams began to rise as the treetop settlements were taken by surprise, not expecting an attack of such a scale to come from the rift.
Syvis took to the trees, waking and warning as many as he could, slaying the blade-legged monstrosities at every opportunity. But it was quickly becoming obvious that the entire settlement was being overwhelmed. Aghast, Syvis saw that the situation was hopeless.
Gathering what survivors he was able, and over the next few months the group wandered and splintered. Some made their own arrangement, finding work suited to their skills, or finding patrons who took them in. Eventually Syvis found that he was the only one of the group that had not settled somewhere, realising that wandering, exploring and being on the move was his profession - it was all he knew.
So he continued his wandering, with the help of the telepathic link with the myconids, they showed him the way to the nearest human settlement. Setting foot onto this unfamiliar land, he found his way into this tavern, planning to stay for the night before he sets on his way again.
Ability scores: 11 13 15 15 14 16
Name: Fahrin Blackwoods
Race: Half-Elf
Class: Rogue
Background: Far Traveler
Backstory: Fahrin was raised by an outcast drow in the wilds of the Underdark. His mother fought alone, hunting for food and water to survive in exile. The beast that roamed the endless caverns were unimaginably terrifying, cruel, and numerous. The luminous husk of a large mushroom was the first bed he ever knew, the warlike screams of his mother as she fought to defend him the first sound he could recall, before he knew how to walk he'd seen more blood than anyone rightly should. Not more than a child, he'd known the moment he was able to hold a knife, because he had to, when you stand in the shadow of a spider, seeing venom leak from its fangs you do whatever it is that you can, however little it may be. For many more years Fahrin and his mother survived however they could, occasionally they met travelers from above, the surface, they were amazed to be telling tales of their normal towns and cities as if they were fantasy, but to Fahrin it was unbelievable, green grass and blue skies that gave water, a giant fiery orb in the sky. It was something he needed to see, and every day he looked around the unending darkness of his home he knew he had to leave, to see something different, and with time and sorrowful good byes to his mother, and the promise to come back with tales of the surface, he did, on the back of a carriage of a Dwarven band his mother had previously escorted as close to the Drow stronghold as she was allowed to travel. And as they made their way out, they gave him instructions on what to do when they were reached their destination "First get absolutely hammered. Then ya ask the bar maid for another drink. And do it all again when ya wake up. That's what I'm planning on at least." Fahrin wasn't quite so sure, but the stories he'd heard of taverns always did sound exciting.
Ability scores: 13 11 10 10 16 17
Name: Petcan Rothenel
Race: Drow
Class: Sorcerer - Draconic blood origin
Background: Entertainer
Backstory: Petcan was born a drow, but grew up on the surface after an order of knights stormed a Drow fortress and found themselves unable to kill a child. Still uncertain what to do with him once they returned to the surface, the solution came when a traveling storyteller offered to take the boy. They grabbed at the solution, finding other choices too complex or difficult.
The storyteller raised the boy in her own profession, and Petcan grew quickly, and learned how to charm those who might be frightened by his appearance. Still, there were unexpected difficulties... Petcan had been the subject of a ritual involving mingling the blood of a dragon with that of the mortal child. His skin grew hard, and his hands burned with magical energy. The strange mood swings, and covetous needs were less beneficial.
The time came when his adoptive mother realized she could no longer keep the boy from realizing a destiny. He would have to find a way to come to terms with his blood, his power, and his soul while out there, experiencing the world.
Petcan kissed his mother goodbye at a crossroads, leaving her to head down another road. He stopped at the Tasty Tankard for the evening.
https://www.dndbeyond.com/profile/nschrock/characters/47019538
Paladin - warforged - orange
14 9 15 14 11 13
Is it still open if so here
Name: ekō aizawa
Race: human
Class: wizard/ fighter
Background: hero
Backstory: (please end your backstory with how you came to be in the Tasty Tankard tavern 3 hours before sunset.) A girl who has a line of family with a unique power to them, she has the ability to stun with a scream and mimic voices. She loves to work and train. She has trained over the years and became a fighter as well as a wizard. Also at the age of 12 she got sliced at the neck but survived. She barely gets sleep and can pass as a worrier if she didn’t know magic. She feels a heart attack when ever she sees her parents in the news in utter fear for what had happened before. Once she gets attached she be over protective. Now that she is 15 and a proud 5’11 she has lots of experience that can be able to assassinate a whole town if she could.
She wanted to grow stronger then she was, she wanted to grow as strong as she could impress her dads. When she tells them, they encourage her to go travel. Once she gets out she started walking and had gotten a map to the near by town. She decided to go to Tasty Tankard tavern where she decided to get coffee. Her favourite drink in the world and still stay tall.
https://www.dndbeyond.com/profile/Whisper303/characters/46980697
Ability scores: 15 10 18 13 14 17
(Can I be owlfolk? If not I'll change this)
Name: Seinn Orain
Race: Owlfolk
Class: Bard
Background: Criminal
Backstory: Seinn has always had a talent for music, as most bards do, but Seinn wasn't content just singing on street corners, or even on a stage. He felt like there might be something missing. One morning, as he was playing, he noticed a man weaving through the small crowd that had gathered there and noticed that he was pick-pocketing his admirers. He should have felt anxious then, or scared, or even have shouted out a warning, but he didn't. He felt happy, ecstatic. He started a change in his music, from a little jaunt to a quick paced dancing song. As everyone was dancing, no one noticed the man robbing them blind. Later, he was approached, and offered a position in a thieves guild. He accepted and was taught to distract marks with his music and for the first time felt happy.
But something went wrong on one of his jobs, and his lute was stolen from him, the lute was given to him by Seinn's father, and is crafted from a special wood, and Seinn would do anything to get it back. He heard a contact had some info on the guy who stole it, and was awaiting Seinn at the Tasty Tankard.
Farewell.
Ability scores: 13 14 16 14 16 16
Name: Marser Reedfellow
Race: Lotusden Halfling
Class: Monk
Background: Mercenary Veteran
Backstory: Marser was born to a family of farmers but never seemed to fit in with that life. From a young age he was the type to get himself into trouble by going places and irritating those he shouldn't. In order to keep him out of trouble he was sent off to the local monastery for the monks to settle him down.
While for the most part the adventurous halfling found the life of a monk boring he did take to the martial arts with ease. This led to many sighs of exasperation from the monks training him as he put no effort into the other aspects of his training. Ev Upon becoming old enough to decide to leave, Marser did so with a wanderlust guiding him to the roads.
Eventually his travels led him to joining up with the Black Talon mercenary company, named for the leader Darrin the Black Talon. Marser was easily able to earn his keep as he used the training from his days in the monastery. Due to his relative experience with actual combat most of his jobs consisted of fighting petty beasts or simple things like delivering things and the like. After one such job he stopped at the Tasty Tankard to get a drink and rest for the night if possible.
Ability scores: 11 9 17 12 10 14
Name: Bow
Race: Variant human
Class: Blood hunter
Background: Urban bounty hunter
Backstory: (please end your backstory with how you came to be in the Tasty Tankard tavern 3 hours before sunset.) 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 to 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.
Arriving in this town late afternoon after finishing his last contact just yesterday. He is looking for a new contract and was in need for a drink; he thought the Tasty Tankard was a good place to end his day and start the next.
"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:
Ability scores: 16 13 13 11 14 14
Name: Brother Randall of Lathander
Race: Variant Human
Class: Cleric of Life
Background: Acolyte
Backstory:
As a junior cleric of Lathander, Randall had spend most of his training in the church, learning divine magic, healing, and combat for those cases when it was necessary. Yet the Morninglord required more than a life of quiet contemplation--his followers were to bring joy and renewal to all, so he was sent to visit other churches and monasteries in the region, looking to help where he could and provide hope and healing for those without his own particular talents, blessing the faithful of all good religions with a taste of Lathander's grace.
One of the places he visited had a wise Reverend Mother of Llira named Natali, and he arrived just as she was bringing a nearly dead infant back from the forest. While her power was much greater than his own, Randall stayed and helped with the child after she healed him, aiding in nursing him back to health. Over the years, Randall visited this temple several times in his pilgrimage to help maintain cordial relations between the faithful of the good deities, extolling the virtues of Lathander and simultaneously celebrating the faiths of the places he visited, healing those he could and bringing renewal to those in need.
Now reaching his middle years, Randall debated going on his annual goodwill trip, thinking maybe it was time for him to settle down and tend just to his own flock, leaving the travel to the younger acolytes. The next morning at sunrise, though, he felt the presence of the Morninglord strongly during his morning prayers. Seeing the face of that infant from so many years ago, he felt a strange urge to head out on his journey again, this time to a tavern named the Tasty Tankard. Idly he wondered what had become of the child as he obeyed the call without hesitation, taking his leave from the church for his goodwill tour and looking forward to a cold ale and hot food...What was that nickname he gained for his dour attitude? Ah, well, the Morninglord would reveal his purpose in due time--Randall's lot was to keep the faith and follow where it leads.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Name: Terragea
Race: Tortle (Can be changed to Dragonborn if need be)
Class: Paladin
Ability scores: 10 11 13 15 10 10
Background: Pirate
Backstory: Terragea comes from a family of pirates. As long as history has been recorded, that’s all they’ve ever done. Pillaged, stole, and if times called for it, even kill. Terragea grew up with the trade, albeit reluctantly. He was good at it, but never liked what he was doing and always looked for a chance to escape. That chance came during a fateful night. The sea was wrought with waves and the sky was being torn asunder. All that dared cross the path was annihilated, the ship not exempt from this. The boat which Terragea spent his entire life on was destroyed with one bolt of lightning and a few waves. He lost consciousness during this, and regained it at the shore of a distant land. He had no idea where he was, but he had a goal in mind. He traveled into the city, getting a lot of odd looks, but he paid no mind to them. He traveled to the local church and made his way inside. He begged the father for forgiveness of his sins as a pirate. He was thenceforth known as a Paladin of Redemption. He gave second chances to those who had strayed from the path of righteousness, but if one didn’t wish to stray from their sinning path, he would cut the road from in front of them with no mercy. He is traveling around the world trying to find those to redeem. He’s now inside a tavern, continuing his journey to right wrongs
This is a rough idea of what the 'Tasty Tankard' looks like. I will start a new thread (the main campaign thread) once I've selected from among the applicants and repost it there for a reference.
(I 'borrow' all my art from online so some images may be familiar to those who play a lot.)
I am closing recruitment for now, but if membership drops below 6 players then it may be reopened at a later date.
Name: Kallista Danzig
Race: Tiefling
Class: Warlock, Druid, Monk
Ability Score:
Background: Sage
Backstory:
Accused of being an 'asocial' creature, Kallista spent most of her life in isolation. But, the isolation was psychological in nature, instead of a physical one. Right after being born in a concentration camp meant for socially alien creatures, she was disposed in a critical condition. But she managed to survive as a member of Arctic Hunter community. She was loved, taken care of as one of them but what separated them from others is the ever-lurking fear of misfortune and bodily harm. As a quick fix, she put a taboo on her second name, and started to carry dreamcatcher locked with her spinal cord which is supposed to lessen the harm caused by her heritage.
When she watched her horde gaining momentum because of an upcoming misfit, she stayed behind instead of following them, deliberately knowing the outcome. Just before three hours of the sunset, she found herself knocking on a strange wooden door, presumably belonging to a tavern. Not getting any response, she pulled out the door and found an array of tables filled with bystanders.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer