Ability Scores: Str-14|Dex-11|Con-13|Int-11|Wis-10|Cha—16 Character Name: Quot Character Race: Tortle Character Class: Bard (Glamour) Backstory: Quot is the proprietor of QUOT’S: The Painting Painted Tortle Shop for all your art supplies. I think it’d be fun if his shop is destroyed or ruined by the baddies as we start, or near to it? He’s a big fan of painting his own shell, playing a trumpet, and farting around with magic. He’s a solid friend, and tries his best to be a stalwart adventurer. He’s got a bit of imposter syndrome there. He has several brothers, all of whom went on to be powerful martial and mystical warriors - and he has not… yet
Ability scores: 141015111511 Character Name: Kytes Dalmasca Character Race: Lotusden Halfling Character Class: Monk(Way of the Colbalt Soul Backstory: Kytes Dalmasca was a street(pickle)rat throughout most of the beginning of his life. With his parents both killed in one of the first skirmishes between the Empire and the Dynasty. Kytes stole and pickpocketed to survive but always only from those who deserved a karmic helping of justice. As he grew older he began taking on odd jobs as a courier or hunting any nasties that attacked the trade caravans heading to Kamordah. In one such instant he almost fell to a creature until a master of the Colbalt Soul saved his life and offered him a new opportunity and purpose to life. He now returns home five years later for purely for a recreational visit.
Character Name: Seymour Swindleheist Character Race: Goblin Character Class: Artificer (Battle Smith) Backstory: A cut of intelligence above other goblins, Seymour is an up-and-coming entrepreneur and inventor. He’s looking for resources and connections, and is in Kamordah as a travelling merchant looking for people to swindle, steal from, or even legitimately sell his wares to.
Basic concept: Imagine a Warcraft-esque goblin mixed with Rocket Raccoon. And his Battle Smith Steel Defender is his Groot. :) I’m open to either firearms use or crossbows, whatever fits the DMs version of Exandria.
Character Class: Fighter (Eldritch Knight or Champion)
Backstory: A young Dwarf sits on the last cart of a caravan eating from a jar of pickels with a fine battle axe resting at his side. He has an air of nobility about him in the way he holds himself. He sits and enjoys the ride as he acts as rear guard looks out to the Horizon.
Dalin is the 4th soon to a Dwarven king. Raised to be a diplomat but he never got the hang of it. One day after yet another dismal performance in class his father took him to the gates. "Ye ant cut to be what I need ye to be. Ye say you want to be a hero well now be a time of Please" he tosses a bag to Dalin. " Go Travel the world and become the hero you want to be hopefully when you're ready today To return life will have touched you the lessons your instructors could not you'll be ready to be my Representative in foreign courts." With that Dalin's father went back inside and shut the gates. With a tear in his eye and a smile on his face Dylan picked up the bag and walked down the mountain. His father had made a similar journey at his age and now he too would find his way.
Ability Scores: Ability scores: 91116111115 Character Name: Caim Mirthbane Character Race: Human Character Class:Fighter Backstory:Hailing from Port Zoon along the Menagerie Coast, Caim Mirthbane is a member of the Grinners whose recent antics got him in a bit of a pickle.Throughout life, luck has always played a role for Caim. Sometimes it is a boon. Others a bust. One constant in all that, of course, is Corrin Kettlewhistle, an affable halfling who fancies himself a pirate, but tends to be more a harbinger of that bad luck. Any time Corrin comes calling, Caim knows his life is about to get interesting. The halfling's most recent scheme, though, got a little too interesting, drawing the attention of The Many and forcing Caim to vacate his home. Finding passage as a sellsword guarding a merchants' caravan returning to the wineries of Kamordah, Caim now looks to do something he's never been good at: laying low and staying out of trouble.
Ability Scores: Ability scores: 13109121313 Character Name: Nayla Character Race: Tabaxi (Optional ability increases) Character Class: Blood hunter ( I am not sure on subclass) Using Wis instead of Int Backstory: Nayla was raised by Lions, thinking them as her family. She learned how to hunt from her 'mother', learning the art of ambushing larger creatures and fight along her pack. She always like to ambush her siblings and sneakily attacking them and her family. While she was still an adolescent, a hunter killed one of her siblings. Nayla ran after the hunter and goes to hunt him. There was a strange additional scent along with her sibling and the hunter only knowing him from his odd non beast smell, something from her tracking showed something moving at a fast pace. Nayla tried to track the scent for days, but it got weaker and weaker, and there were more and more scents that intermingled with it making it hard to determine which is the correct one. Nayla stumbled into an odd landscape, where there were unfamiliar hills with holes in them. There were also strange animals she's never seen before, but none of them smelled like the hunter had, they smelt more like monkeys from the plains and tried to pay them no mind. The strange animals stared at her, almost as if threatening her. One of the strange animals goes to her,wearing some sort of shiny rock and carries her away from the place, chirping in an odd tone. The animal forced her to wear a strange skin on her, and when she growls she got leered at by the shiny rock wearing animal. The furs were uncomfortable and she wandered around, trying to capture the scent again but is mixed in with all of the strange beasts.
She searched the town for any signs until nightfall where she fell asleep in an alleyway. She was awoken up by a dwarf who made her move inside and eat inside. They were talking in a strange language that she doesn't understand, but is grateful of the food, and shows that off by eating all that was given to her. She rests inside the house, what was supposed to be a night turned out to be much longer than a night and years pass by as they taught her various tongues. They found out that she is scared of cucumbers and pickles. They even brought in a Leonion to teach her how to write in it, as she already knew some words from it. Once she learned how to read fully she left them a note to thank them for the time, but she must set out and find who killed her sibling. She took some items with her that she needed for her journey, including one of their favourite tankards. She uses a lead of the hunter that directs her to Kamordah.
(I'm thinking as for the hunter, to be a fey or demon of some sort.)
Well, this sounds like fun. Let's see if I'm making the cut:
Ability Scores: Ability scores: 10121612127
62 re-roll:
Ability scores: 414128711
Ability Scores: see above Character Name: Venyra Character Race: Half-Elf Character Class: Bard Backstory: Venyra lived on the streets as long as she remembers, never knowing her parents. She pretty much lived by stealing bread and coin. One day she stole a simple Lute and tried playing it. Self taught she became fairly decent at it and made some coin with preforming. Because of this she was less often in a pickle than when she was stealing.
She now makes her living traveling from town to town, preforming, swindling and scamming. With the war in the East the Truscan Vale seemed like save place for her "arts". Who knows, maybe she could scam that rich wine family?
This post has potentially manipulated dice roll results.
I have been wanting to play a Wildemount adventure!
Ability scores: 18105111215
Name: Kalhala
Race: Minotaur
Class: Blood Hunter
Backstory: Being a minotaur, his family was not from Kamordah, but his parents settled here in search of making their own wine. They had started out well, done their research, but after several years of getting the grapes to where they needed to be in order for the perfect wine, alas, it wasn't meant to be. They still do not know exactly what went wrong, but now they were in a pickle as they weren't sure what to do? They ended up selling their land, but staying in Kamordah.
When Kalhala came of age, he joined the Crownsguard and did well. But it wasn't fulfilling enough for him. He has stayed with the guard, but in his freetime he has learned the dark art of becoming a bloodhunter. It satisfies him in ways he didn't realize he was missing and also awakens a thirst in him and he wants to use for good... as best as he can.
Backstory: The Golden Grin is a movement dedicated to the ideal that every individual has the power to change the world. They seek out places where hope is faint and the soul grows dim without inspiration, lifting the spirits of the downtrodden and heartening those who feel forgotten. They seek to root out corruption and restore hope. Giselle is the Grinner they call when songs and polite requests fail to overcome the corruption. She is part of the Left Hand of the Grin, the darker side that uses violence to accomplish Grin missions when diplomacy and subterfuge fail. She has walked in dark alleys and hunted corruption all her life. She infiltrates criminal organizations and ruthlessly cuts down their leaders, and steals their pickles. She is Vengeance and Death. She has been sent here to Kamordah by her masters to find out who is threatening the temple, and do whatever is necessary to cut the head off the snake. And then stomp on it. And then scoop it up with a shovel and dump it down into the latrine. And then light the latrine on fire.
This post has potentially manipulated dice roll results.
Ability scores: 121012111413
(Edit: Rip, I rolled exactly 72 but I'll see what I can do with it.
2nd Edit: The earlier edit has triggered the "manipulated dice roll" prompt but since it's the lowest overall value I could have rolled I feel like I'll be okay. I do apologize for my inexperience with the forum dice roller despite reading instructions beforehand.)
Character Name: Aldren Character Race: Human (Variant) Character Class: Paladin (Oath of Glory) Backstory:
Aldren grew up the son of a tavern cook in the town of Felderwin dreaming of being the hero you heard about in stories. Between helping his father with his shifts in the tavern kitchen and earning a few bits of coin in the fields during harvest season Aldren convinced the local crownsguard to teach him how to fight and defend. What began as off-duty soldiers humoring a teen with a little bit of swords play eventually grew into actual combat practice and a serious consideration for recruitment when the young man showed promise.
Several years past and as Aldren skill and strength grew there began talk of raising money for Aldren to travel to one of the larger cities, Zadash or perhaps even Rexentrum, for more formal training. However, before that day could come Aldren was greatly injured while trying to help protect the Felderwin from a terrible attack (whether from an enemy battle or a beast I leave potentially up to the DM) and ended up losing his dominant hand.
While still lucky to have his life when many died that day he struggled through the next year or so. Struggled to adjust to the sudden physical loss and, what he felt, might have been his best and perhaps only chance at his childhood dream. He still helped out his father cook at work however he could at the tavern. The members of the crownsguard that knew him would still offer him tasks but carefully sidestepped the topic of fighting or training so long as Aldren didn’t bring it up. Aldren did not bring it up.
It wasn’t until a Halfling named Lizbet Underfoot, a traveling merchant from the Amber Crossroads come home to visit family and pick up some pickles and pickled produce for the road, stuck up conversation with Aldren as he sat alone and quiet in the tavern. She asked of his story and his troubles and shared some of her own; lost 3 fingers herself in a nasty brawl so doubles down on creative verbal insults whenever she want to flip the bird.
At Lizbet’s inquire Aldren confesses some of his fears and, after a long stare and a stealthy look over her shoulder, pulls something out of her pocket and closes his hand over it. She tells him that changes will always happen; From grand triumphs to grave losses, it will always continue to twist and change. But no change will ever be the end of ones journey, the paths may branch and change and one may become a new person walking it, but as long as you draw breath there is always some path to follow.
When she took back her hand so that he could see what she had given him he found a golden amulet with the relief a woman’s profile on its face; Avandra: The Change Bringer. Heart in his throat, he shoved the holy symbol of an illegal goddess into his pocket. Lizbet told him to give thought to what she said.
After a few strong drinks, Lizbet and Aldren continued their conversation and became good friends in the week she visited. And every night of that week, and the next week after her departure, he lay awake long past proper staring at the golden amulet in secret thinking about what it means to him.
On the third week, he picks up a sword in his left hand and begins practicing. Then works with a local leather worker to comfortably fit a shield for his right arm. Every day, a growing comfort in the visage in the amulet that hang hidden under his shirt.
Years later, a wanderlust wells in him and he feels it’s time. He doesn’t want to join the crownsguard anymore. He doesn’t want to risk being labeled a heretic in possession on an unapproved idol but really wasn’t about joining the guard. He’s always wanted to protect people, like the heros in the stories and legends, that’s all.
With a parting hug to his father, a pack on his back, and his weapon at his side. He takes first steps to finding destiny for himself.
(As far as what he’s doing in Kamordah: the longer he’s been on his journey, the stronger he can feel a connection to the Change Bringer. If there’s a path that he needs to travel, especially somewhere in need of protection, she will guide him there in the form of an abstract feeling in his chest and he trusts her to do so if need be. So kamordah is probably one of those instances)
(I'm brand new to posting on the forum but I have played D&D but may need some refreshing since the pandemic)
Ability scores: 131316151813 Character Name: Arklos Character Race: Variant Human Character Class: Rogue (Inquisitive) Backstory: Arklos was raised in an orphanage in Rexxentrum with a tight knit family of orphans, their ferret Pickle, and their beloved caretaker. He joined the military to improve his prospects. During his service in the Righteous Brand as an intelligence officer, Arklos encountered his Kyrn Dynasty counterpart and realized that they were two sides of the same coin. This Lens Agent had indeed spent a former lifetime as the son of Zemnian diplomats to Xhorhas last century. Arklos found that the only difference between them was superficial. Feeling dissatisfied with the Righteous Brand, he returned to Rexxentrum and set up shop as a private investigator. After 10 years of hard work he has finally made a good name for himself and has been contracted to handle some serious business for some local nobles. He has a comfortable life in the capital and while not invited into the noble circles, he is at least respected (and feared by some) throughout the city.
However, it has come to light that one of his first big cases was conducted in error. The man the Crownsguard imprisoned had plead guilty to leading a drug trafficking operation that Arklos uncovered. Now on his deathbed in prison, he asked to see Arklos once more. He confessed that his family was paid very well for him to take the fall for the crimes of a young scion of a noble house. Almost 8 years have passed and the money that was paid to his family has dried up and the noble house's residence in the capital is empty. The Crownsguard are satisfied with the original confession and are not interested in re-opening the case. Feeling that his reputation and his sense of professionalism requires him to correct this injustice. His only lead is a merchant contact in Kamordah that has had much business with the absconding family in the past. Thus, he travels to Kamordah, arriving saddle sore, not having ridden a horse in a decade.
Character Name: Mowgli Character Race: Ghostwise Halfling Character Class: Druid (moon) (using optional class features from Tasha's)
Backstory: Mowgli was, as everybody knows, in fact, raised by wolves. When his adoptive parents were killed protecting him from predators, he was in something of a pickle until being rescued by a sloth bear (sound familiar?). The sloth bear turned out to be a circle of the moon druid and brought the boy back to his fellows where they tried to train the boy in the ways of man. He is a work in progress
Ability Scores: Ability scores: 131216161715 Character Name: Marqull Shestendeliath Character Race: Dragonborn Character Class: Monk (Way of the Open Hand) Backstory: Marqull was born in a far-off land, where dragons and humans live in harmony. They worship the god Bahamut, and try their best to help everyone they can. Marqull had recently been traveling in a band of adventurers. Unfortunately, some bandits attacked them, killing all of Marqull's friends. Marqull now seeks to pray to Bahamut, and to honor his fallen friends.
This post has potentially manipulated dice roll results.
Ability scores: 13151114913
Ability scores: 161212161516
Ability scores: 141315131115
Rolled 3 times using 4d6 reroll 1s... using the best of the 3 sets above
Character Name: Barnaby IronCrag Character Race: Gnome (Rock) (+2 INT, +1 CON - so stats are S11 D16 C14 I20 W14 Ch12) Character Class: Artificer - Battle Smith Backstory: Having recently completed his studies as an apprentice smith, Barnaby has recently left his clan in the nearby Cryios Moutain Range to seek his fortune in Kamordah. Barnaby is an outgoing sort, jovial yet is willing to put in a hard day's work to get the job done. His clan is also known for their valley wide famous IronCrag Pickles.
Note : I'm using the second set of Numbers (Middle set) in above post ... the reason I'm writing this here is if I go back to the post and change anything it will say "This post has potentially manipulated dice roll results.
Sorry for the inconvience.
There also seems to be a couple of other Artificers already vying to be in the group. I do have a cleric of Knowledge ready to go to here also
Character Name -Doctor Jonathan "Egg-Man" Eivo Character Race - Variant Human Character Class - Artificer Backstory (Izzet Engineer) - Jonathan Eivo hails from a long line of brilliant arcane scientists hailing from far yonder. Jonathan always looked up to his grandfather, the great George "Pickle-man" Eivo III. Each of his family members all used their gifted minds for the general good of the public of his hometown. However, Jonathan followed a strange rebellious streak and decided to use his gifted brain for 'evil' and dastardly deeds simply just to show off to his peers and to try and have people fear him. This didn't work out, but he did end up amassing small following in his hometown. Eivo has now made his way over to Kamordah in search of technological enlightenment for his next schemes.
Rollback Post to RevisionRollBack
"Where do these guys get all their ideas?" - TommoBoi, to WOTC
Character Name: Immerion Siandon Character Race: High Elf Character Class: Fighter (Eldritch Knight)
Tasha's Optional Class Features: Interception Fighting Style Backstory: Raised guild artisan, a pariah of his family for his infatuation with martial weapons and tactics. He has tried to shake his family's trade but has much of their magically oriented gift woven in his technique nevertheless. Immerion had travelled to Kamordah to study the techniques of a dwarven smith native to the area, gifting him some gnomish pickles from Hupperdook, which are known to be the dwarf's favorite.
Used Heroic Chronicle. Items from it in spoiler.
Race: Elf
Background: Guild Artisan (+1 Rival in Clovis Concord)
Background RIVAL: 34 = Cult Fanatic. +Fateful moment
Fateful Moment -
3
A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the Ally and Rival Identities table to determine the identity of the stranger. Then roll on Magic Item Table B in the Dungeon Master's Guide to determine the item. If you roll a consumable item from the table, roll again. ITEM Roll 71 = Oil of Slipperiness
Family: 2 parents, 6 siblings. 3 Strong Family Relationships... 2 ally and 1 Rival
First ally will aim to assist me however they can, only to be square on a debt that they dislike owing me. The other left a long time ago, but promised to return in a moment of my greatest need. I rolled a druid and berserker identity for these, but don't know if that matters.
The Rival identity is an Acolyte, and we constantly contest each other in our craft, visiting each other to try and best the other.
Favorite food is Paella.
Mysterious Secret is that my best friend came to me in the middle of the night many years ago, giving me a key that glowed with an icy blue light. I never saw the friend again.
and the prophesy is that I will stumble into the arms of the Golden Grin. I will reject them at first, but something will draw me back.
Ability Scores: Str-14|Dex-11|Con-13|Int-11|Wis-10|Cha—16
Character Name: Quot
Character Race: Tortle
Character Class: Bard (Glamour)
Backstory: Quot is the proprietor of QUOT’S: The Painting Painted Tortle Shop for all your art supplies. I think it’d be fun if his shop is destroyed or ruined by the baddies as we start, or near to it? He’s a big fan of painting his own shell, playing a trumpet, and farting around with magic. He’s a solid friend, and tries his best to be a stalwart adventurer. He’s got a bit of imposter syndrome there. He has several brothers, all of whom went on to be powerful martial and mystical warriors - and he has not… yet
oh and pickle
Paladin - warforged - orange
Ability scores: 14 10 15 11 15 11
Character Name: Kytes Dalmasca
Character Race: Lotusden Halfling
Character Class: Monk(Way of the Colbalt Soul
Backstory: Kytes Dalmasca was a street(pickle)rat throughout most of the beginning of his life. With his parents both killed in one of the first skirmishes between the Empire and the Dynasty. Kytes stole and pickpocketed to survive but always only from those who deserved a karmic helping of justice. As he grew older he began taking on odd jobs as a courier or hunting any nasties that attacked the trade caravans heading to Kamordah. In one such instant he almost fell to a creature until a master of the Colbalt Soul saved his life and offered him a new opportunity and purpose to life. He now returns home five years later for purely for a recreational visit.
Withdrawn.
Ability scores: 14 9 15 15 12 16
Ability scores: 14 12 13 17 14 17
Character Name: Seymour Swindleheist
Character Race: Goblin
Character Class: Artificer (Battle Smith)
Backstory: A cut of intelligence above other goblins, Seymour is an up-and-coming entrepreneur and inventor. He’s looking for resources and connections, and is in Kamordah as a travelling merchant looking for people to swindle, steal from, or even legitimately sell his wares to.
Basic concept: Imagine a Warcraft-esque goblin mixed with Rocket Raccoon. And his Battle Smith Steel Defender is his Groot. :) I’m open to either firearms use or crossbows, whatever fits the DMs version of Exandria.
EDIT: Rerolling. Ability scores: 9 18 16 8 5 8
Ability Scores: 19 12 16 15 10 11
Character Name: Dalin Hammerstone
Character Race: Mountain Dwarf
Character Class: Fighter (Eldritch Knight or Champion)
Backstory: A young Dwarf sits on the last cart of a caravan eating from a jar of pickels with a fine battle axe resting at his side. He has an air of nobility about him in the way he holds himself. He sits and enjoys the ride as he acts as rear guard looks out to the Horizon.
Dalin is the 4th soon to a Dwarven king. Raised to be a diplomat but he never got the hang of it. One day after yet another dismal performance in class his father took him to the gates. "Ye ant cut to be what I need ye to be. Ye say you want to be a hero well now be a time of Please" he tosses a bag to Dalin. " Go Travel the world and become the hero you want to be hopefully when you're ready today To return life will have touched you the lessons your instructors could not you'll be ready to be my Representative in foreign courts." With that Dalin's father went back inside and shut the gates. With a tear in his eye and a smile on his face Dylan picked up the bag and walked down the mountain. His father had made a similar journey at his age and now he too would find his way.
Ability Scores: Ability scores: 9 11 16 11 11 15
Character Name: Caim Mirthbane
Character Race: Human
Character Class: Fighter
Backstory: Hailing from Port Zoon along the Menagerie Coast, Caim Mirthbane is a member of the Grinners whose recent antics got him in a bit of a pickle.Throughout life, luck has always played a role for Caim. Sometimes it is a boon. Others a bust. One constant in all that, of course, is Corrin Kettlewhistle, an affable halfling who fancies himself a pirate, but tends to be more a harbinger of that bad luck. Any time Corrin comes calling, Caim knows his life is about to get interesting. The halfling's most recent scheme, though, got a little too interesting, drawing the attention of The Many and forcing Caim to vacate his home. Finding passage as a sellsword guarding a merchants' caravan returning to the wineries of Kamordah, Caim now looks to do something he's never been good at: laying low and staying out of trouble.
Ability Scores: Ability scores: 13 10 9 12 13 13
Character Name: Nayla
Character Race: Tabaxi (Optional ability increases)
Character Class: Blood hunter ( I am not sure on subclass) Using Wis instead of Int
Backstory: Nayla was raised by Lions, thinking them as her family. She learned how to hunt from her 'mother', learning the art of ambushing larger creatures and fight along her pack. She always like to ambush her siblings and sneakily attacking them and her family. While she was still an adolescent, a hunter killed one of her siblings. Nayla ran after the hunter and goes to hunt him. There was a strange additional scent along with her sibling and the hunter only knowing him from his odd non beast smell, something from her tracking showed something moving at a fast pace. Nayla tried to track the scent for days, but it got weaker and weaker, and there were more and more scents that intermingled with it making it hard to determine which is the correct one. Nayla stumbled into an odd landscape, where there were unfamiliar hills with holes in them. There were also strange animals she's never seen before, but none of them smelled like the hunter had, they smelt more like monkeys from the plains and tried to pay them no mind. The strange animals stared at her, almost as if threatening her. One of the strange animals goes to her,wearing some sort of shiny rock and carries her away from the place, chirping in an odd tone. The animal forced her to wear a strange skin on her, and when she growls she got leered at by the shiny rock wearing animal. The furs were uncomfortable and she wandered around, trying to capture the scent again but is mixed in with all of the strange beasts.
She searched the town for any signs until nightfall where she fell asleep in an alleyway. She was awoken up by a dwarf who made her move inside and eat inside. They were talking in a strange language that she doesn't understand, but is grateful of the food, and shows that off by eating all that was given to her. She rests inside the house, what was supposed to be a night turned out to be much longer than a night and years pass by as they taught her various tongues. They found out that she is scared of cucumbers and pickles. They even brought in a Leonion to teach her how to write in it, as she already knew some words from it. Once she learned how to read fully she left them a note to thank them for the time, but she must set out and find who killed her sibling. She took some items with her that she needed for her journey, including one of their favourite tankards. She uses a lead of the hunter that directs her to Kamordah.
(I'm thinking as for the hunter, to be a fey or demon of some sort.)
Well, this sounds like fun. Let's see if I'm making the cut:
Ability Scores: Ability scores: 10 12 16 12 12 7
62 re-roll:
Ability scores: 4 14 12 8 7 11
Ability Scores: see above
Character Name: Venyra
Character Race: Half-Elf
Character Class: Bard
Backstory: Venyra lived on the streets as long as she remembers, never knowing her parents. She pretty much lived by stealing bread and coin. One day she stole a simple Lute and tried playing it. Self taught she became fairly decent at it and made some coin with preforming. Because of this she was less often in a pickle than when she was stealing.
She now makes her living traveling from town to town, preforming, swindling and scamming. With the war in the East the Truscan Vale seemed like save place for her "arts". Who knows, maybe she could scam that rich wine family?
Charact Sheet: https://ddb.ac/characters/69911678/cYimPX
Player: Any Good Alignment // DM: Lawful Evil
I have been wanting to play a Wildemount adventure!
Ability scores: 18 10 5 11 12 15
Name: Kalhala
Race: Minotaur
Class: Blood Hunter
Backstory: Being a minotaur, his family was not from Kamordah, but his parents settled here in search of making their own wine. They had started out well, done their research, but after several years of getting the grapes to where they needed to be in order for the perfect wine, alas, it wasn't meant to be. They still do not know exactly what went wrong, but now they were in a pickle as they weren't sure what to do? They ended up selling their land, but staying in Kamordah.
When Kalhala came of age, he joined the Crownsguard and did well. But it wasn't fulfilling enough for him. He has stayed with the guard, but in his freetime he has learned the dark art of becoming a bloodhunter. It satisfies him in ways he didn't realize he was missing and also awakens a thirst in him and he wants to use for good... as best as he can.
https://www.dndbeyond.com/profile/kqstark/characters/66092150
Ability scores: 12 12 16 11 14 17= total 69Ability scores: 16 15 14 13 13 14
Character Sheet: https://ddb.ac/characters/69935703/g5XO8P
Character Name: Giselle
Character Race: Variant Human
Character Class: Fighter
Backstory: The Golden Grin is a movement dedicated to the ideal that every individual has the power to change the world. They seek out places where hope is faint and the soul grows dim without inspiration, lifting the spirits of the downtrodden and heartening those who feel forgotten. They seek to root out corruption and restore hope. Giselle is the Grinner they call when songs and polite requests fail to overcome the corruption. She is part of the Left Hand of the Grin, the darker side that uses violence to accomplish Grin missions when diplomacy and subterfuge fail. She has walked in dark alleys and hunted corruption all her life. She infiltrates criminal organizations and ruthlessly cuts down their leaders, and steals their pickles. She is Vengeance and Death. She has been sent here to Kamordah by her masters to find out who is threatening the temple, and do whatever is necessary to cut the head off the snake. And then stomp on it. And then scoop it up with a shovel and dump it down into the latrine. And then light the latrine on fire.
Ability scores: 12 10 12 11 14 13
(Edit: Rip, I rolled exactly 72 but I'll see what I can do with it.
2nd Edit: The earlier edit has triggered the "manipulated dice roll" prompt but since it's the lowest overall value I could have rolled I feel like I'll be okay. I do apologize for my inexperience with the forum dice roller despite reading instructions beforehand.)
Character Sheet: https://ddb.ac/characters/69906244/Bbme2B
Character Name: Aldren
Character Race: Human (Variant)
Character Class: Paladin (Oath of Glory)
Backstory:
Aldren grew up the son of a tavern cook in the town of Felderwin dreaming of being the hero you heard about in stories. Between helping his father with his shifts in the tavern kitchen and earning a few bits of coin in the fields during harvest season Aldren convinced the local crownsguard to teach him how to fight and defend. What began as off-duty soldiers humoring a teen with a little bit of swords play eventually grew into actual combat practice and a serious consideration for recruitment when the young man showed promise.
Several years past and as Aldren skill and strength grew there began talk of raising money for Aldren to travel to one of the larger cities, Zadash or perhaps even Rexentrum, for more formal training. However, before that day could come Aldren was greatly injured while trying to help protect the Felderwin from a terrible attack (whether from an enemy battle or a beast I leave potentially up to the DM) and ended up losing his dominant hand.
While still lucky to have his life when many died that day he struggled through the next year or so. Struggled to adjust to the sudden physical loss and, what he felt, might have been his best and perhaps only chance at his childhood dream. He still helped out his father cook at work however he could at the tavern. The members of the crownsguard that knew him would still offer him tasks but carefully sidestepped the topic of fighting or training so long as Aldren didn’t bring it up. Aldren did not bring it up.
It wasn’t until a Halfling named Lizbet Underfoot, a traveling merchant from the Amber Crossroads come home to visit family and pick up some pickles and pickled produce for the road, stuck up conversation with Aldren as he sat alone and quiet in the tavern. She asked of his story and his troubles and shared some of her own; lost 3 fingers herself in a nasty brawl so doubles down on creative verbal insults whenever she want to flip the bird.
At Lizbet’s inquire Aldren confesses some of his fears and, after a long stare and a stealthy look over her shoulder, pulls something out of her pocket and closes his hand over it. She tells him that changes will always happen; From grand triumphs to grave losses, it will always continue to twist and change. But no change will ever be the end of ones journey, the paths may branch and change and one may become a new person walking it, but as long as you draw breath there is always some path to follow.
When she took back her hand so that he could see what she had given him he found a golden amulet with the relief a woman’s profile on its face; Avandra: The Change Bringer. Heart in his throat, he shoved the holy symbol of an illegal goddess into his pocket. Lizbet told him to give thought to what she said.
After a few strong drinks, Lizbet and Aldren continued their conversation and became good friends in the week she visited. And every night of that week, and the next week after her departure, he lay awake long past proper staring at the golden amulet in secret thinking about what it means to him.
On the third week, he picks up a sword in his left hand and begins practicing. Then works with a local leather worker to comfortably fit a shield for his right arm. Every day, a growing comfort in the visage in the amulet that hang hidden under his shirt.
Years later, a wanderlust wells in him and he feels it’s time. He doesn’t want to join the crownsguard anymore. He doesn’t want to risk being labeled a heretic in possession on an unapproved idol but really wasn’t about joining the guard. He’s always wanted to protect people, like the heros in the stories and legends, that’s all.
With a parting hug to his father, a pack on his back, and his weapon at his side. He takes first steps to finding destiny for himself.
(As far as what he’s doing in Kamordah: the longer he’s been on his journey, the stronger he can feel a connection to the Change Bringer. If there’s a path that he needs to travel, especially somewhere in need of protection, she will guide him there in the form of an abstract feeling in his chest and he trusts her to do so if need be. So kamordah is probably one of those instances)
(I'm brand new to posting on the forum but I have played D&D but may need some refreshing since the pandemic)
Ability scores: 13 13 16 15 18 13
Character Name: Arklos
Character Race: Variant Human
Character Class: Rogue (Inquisitive)
Backstory: Arklos was raised in an orphanage in Rexxentrum with a tight knit family of orphans, their ferret Pickle, and their beloved caretaker. He joined the military to improve his prospects. During his service in the Righteous Brand as an intelligence officer, Arklos encountered his Kyrn Dynasty counterpart and realized that they were two sides of the same coin. This Lens Agent had indeed spent a former lifetime as the son of Zemnian diplomats to Xhorhas last century. Arklos found that the only difference between them was superficial. Feeling dissatisfied with the Righteous Brand, he returned to Rexxentrum and set up shop as a private investigator. After 10 years of hard work he has finally made a good name for himself and has been contracted to handle some serious business for some local nobles. He has a comfortable life in the capital and while not invited into the noble circles, he is at least respected (and feared by some) throughout the city.
However, it has come to light that one of his first big cases was conducted in error. The man the Crownsguard imprisoned had plead guilty to leading a drug trafficking operation that Arklos uncovered. Now on his deathbed in prison, he asked to see Arklos once more. He confessed that his family was paid very well for him to take the fall for the crimes of a young scion of a noble house. Almost 8 years have passed and the money that was paid to his family has dried up and the noble house's residence in the capital is empty. The Crownsguard are satisfied with the original confession and are not interested in re-opening the case. Feeling that his reputation and his sense of professionalism requires him to correct this injustice. His only lead is a merchant contact in Kamordah that has had much business with the absconding family in the past. Thus, he travels to Kamordah, arriving saddle sore, not having ridden a horse in a decade.
Ability scores: 17 15 14 13 7 15
Character Name: Mowgli
Character Race: Ghostwise Halfling
Character Class: Druid (moon) (using optional class features from Tasha's)
Backstory: Mowgli was, as everybody knows, in fact, raised by wolves. When his adoptive parents were killed protecting him from predators, he was in something of a pickle until being rescued by a sloth bear (sound familiar?). The sloth bear turned out to be a circle of the moon druid and brought the boy back to his fellows where they tried to train the boy in the ways of man. He is a work in progress
Ability Scores: Ability scores: 13 12 16 16 17 15
Character Name: Marqull Shestendeliath
Character Race: Dragonborn
Character Class: Monk (Way of the Open Hand)
Backstory: Marqull was born in a far-off land, where dragons and humans live in harmony. They worship the god Bahamut, and try their best to help everyone they can. Marqull had recently been traveling in a band of adventurers. Unfortunately, some bandits attacked them, killing all of Marqull's friends. Marqull now seeks to pray to Bahamut, and to honor his fallen friends.
-Archie
Ability scores: 13 15 11 14 9 13
Ability scores: 16 12 12 16 15 16
Ability scores: 14 13 15 13 11 15
Rolled 3 times using 4d6 reroll 1s... using the best of the 3 sets above
Character Name: Barnaby IronCrag
Character Race: Gnome (Rock) (+2 INT, +1 CON - so stats are S11 D16 C14 I20 W14 Ch12)
Character Class: Artificer - Battle Smith
Backstory: Having recently completed his studies as an apprentice smith, Barnaby has recently left his clan in the nearby Cryios Moutain Range to seek his fortune in Kamordah. Barnaby is an outgoing sort, jovial yet is willing to put in a hard day's work to get the job done. His clan is also known for their valley wide famous IronCrag Pickles.
https://www.dndbeyond.com/profile/Bjorn_Stahle/characters/69964342
Cats go Moo!
Note : I'm using the second set of Numbers (Middle set) in above post ... the reason I'm writing this here is if I go back to the post and change anything it will say "This post has potentially manipulated dice roll results.
Sorry for the inconvience.
There also seems to be a couple of other Artificers already vying to be in the group. I do have a cleric of Knowledge ready to go to here also
Cats go Moo!
Ability Scores - 9 15 6 13 17 12
Character Name - Doctor Jonathan "Egg-Man" Eivo
Character Race - Variant Human
Character Class - Artificer
Backstory (Izzet Engineer) - Jonathan Eivo hails from a long line of brilliant arcane scientists hailing from far yonder. Jonathan always looked up to his grandfather, the great George "Pickle-man" Eivo III. Each of his family members all used their gifted minds for the general good of the public of his hometown. However, Jonathan followed a strange rebellious streak and decided to use his gifted brain for 'evil' and dastardly deeds simply just to show off to his peers and to try and have people fear him. This didn't work out, but he did end up amassing small following in his hometown. Eivo has now made his way over to Kamordah in search of technological enlightenment for his next schemes.
"Where do these guys get all their ideas?" - TommoBoi, to WOTC
DM of Night of the Nutcracker.
Ability scores: 13 12 14 9 11 16
Character Name: Immerion Siandon
Character Race: High Elf
Character Class: Fighter (Eldritch Knight)
Tasha's Optional Class Features: Interception Fighting Style
Backstory: Raised guild artisan, a pariah of his family for his infatuation with martial weapons and tactics. He has tried to shake his family's trade but has much of their magically oriented gift woven in his technique nevertheless. Immerion had travelled to Kamordah to study the techniques of a dwarven smith native to the area, gifting him some gnomish pickles from Hupperdook, which are known to be the dwarf's favorite.
Used Heroic Chronicle. Items from it in spoiler.
ITEM Roll 71 = Oil of Slipperiness
Edit- reroll stats. They totalled 68.
PM sent
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star