The last year has been a trying one for the Sword Coast of Faerun. Whether it was rampaging dragon cults, strife between the city states, or a mysterious death curse, there seems to have been no end to the plagues visited upon the region. The land’s heroes are stretched thin, almost to the breaking point.
So, when a pack of werewolves begins to terrorize the hamlets and farms outside Daggerford – striking from a hidden base somewhere in the Misty Forest – there are few left who can answer the call to strike back.
Lucky you….
Greetings! This game will be my take on the 5e Curse of Strahd adventure. It will hit many of the beats of the official module, with a sprinkling of third-party-created content, some callbacks to 30 years worth of Ravenloft novels, and a tiny bit of original material.
Some notes:
This will be a small group. 3-4 players, max.
This is a horror story. We will lean into some darker themes. Violence. Control. Gaslighting. Terrible things may happen to the PCs and to the NPCs around them. At times, it will feel like all hope is lost. This is definitely a game that will require people who can still have fun, even if their PC avatar is experiencing a living nightmare.
If all this still sounds like a good time, here is how to apply....
The game starts at level 1.
Basics -
Stats are Point Buy.
What is your PC name?
What race? Options are limited to Forgotten Realms standards (no Spelljammer races, etc). No Lineages*.
What class? What is the planned (or most likely) subclass? Any plans to multi-class later?
Background?
Backstory - Who is this PC? In a paragraph or two, tell us a little about where this character comes from. The only requirement - they need to find themselves in or around Daggerford at the start of our tale and have a reason for answering a call for adventurers to hunt down some rogue werewolves.
After telling the backstory, where do you see this PC's alignment?
Advanced -
Each PC will get to take a free Feat at creation. Ideally this Feat should have some relevance to who the PC is, as opposed to just be taken for raw mechanical power.
SPOILER - Each PC will need to have a Flaw and a Fear. These shouldn't be shared here in the application... just start thinking about it in case you are selected for the game.
The Flaw can be something they are aware of, or they could be blind to it. It can be something from the Player's Handbook, or something you come up with yourself. You should be prepared to roleplay this flaw.
The Fear should be something your PC is well aware of. It can be fear of things (fear of dogs, blood, insects, etc), physical fears (fear of open or enclosed spaces, fear of being restrained, etc) or conceptual (fear of loneliness, fear of failure, etc).
Optional -
If you like, your PC can be affiliated with one of the following organizations.
The Daggerford Militia. This is a group of locals - mostly commoners - trained to defend the town of Daggerford in case of peril or emergency. All able-bodied residents of Daggerford and the surrounding lands are expected to spend a few years serving in the militia. It requires 3 days of every month devoted to training at the Drill Fields in Daggerford. Any race, background or alignment could fit with the militia.
Knights of the Lucky Dagger. This is a fledgling order of knights counting only a handful of members. While not officially a part of the church, they have pledged themselves to serve and defend the faith of Tymora and meet regularly in Fairfortune Hall, Lady Luck's temple in Daggerford. Their symbol, newly minted, is a silver dagger against a golden coin. A level 1 PC would likely be a squire or new recruit of the order, though they could also be a minstrel or entertainer joined up in search of a good time.
Brotherhood of the Glorious Sun. A martial order devoted to Amaunator. They meet regularly at Morninglow Tower, temple of Amaunator in Daggerford. PCs involved in this Order would be devotees of Amaunator and have a lawful alignment. They would likely be soldiers, acolytes or guards, or have some other background with which to support the Brotherhood.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Fighter. Depends where the story goes....Warlock...Rogue...Paladin...Champion...
Outlander. His family are charcoal burners from the hills around Daggerford.
Backstory - Burr grew up in extreme poverty amongst the charcoal burners in the backwoods of Daggerford, looking to improve his situation he took on manual labour jobs on the farms in the region before signing up with the Daggerford Militia. He has recently been courting Molya Tangle a halfling widow who runs a pig farm in the region....she has recently heard howls in the vicinity of her holding.
Name:Celeste Fairmeadows Race: Half-Elf Class: Celestial Warlock of Tymora Background: Entertainer Backstory: Celeste grew up in the small town of Daggerford, the daughter of the owner of the Lady Luck tavern Glenys and an elven adventurer who the mother seldom spoke about. Celeste spent much of her childhood at the tavern, listening to the stories told by the risktaking adventurers that visited, soon also learning to entertain the guests with her singing, dancing and flute-playing. One night stayed an exceptionally wealthy and lucky halfling at the tavern, giving Celeste a silver coin for her entertainment. The halfling turned out to be none other than Curran Corvalin and the coin he had unwittingly infused with some of Tymora's luck, granting Celeste divine powers of luck to serve The Lady of Luck. As she came of age Celeste found her way to the Fairfortune halls as a fledgling Knight of the Lucky Dagger, hoping to serve her goddess in great adventures to come. Little did she know how dark and nightmarish those adventures would turn out, but with the luck and light of her her goddess and friends like Giles, another servant of Tymora, she would always be a force against darkness and despair. Alignment: Chaotic Good Feat: Lucky
Ranger. Probably Gloom Stalker, multi classes may happen but what happens will decide.
Haunted One
Eleuthera, as they call themsef now, grew up and was part of a chur throughout most of their life. They thought this "church" was fulfilling the wants if god by hunting monsters, when in reality they were a fascist cult. After confronting the truth of what they grew up in, they burned the church down and helped a rebel group hunt the entire cult, while taking no part in said hunt.
They travel aimlessly now, not sure what to do or who they even are, only travelling to escape from what they believe to be the remnants of the cult, which is in reality their trauma causing them panic and paranoia.
After a panic attack, they decide to take up any sort of hunting job as a distraction.
Name: Soren Thornpaw (<-- link to DDB character sheet) Race: Wood Half-Elf Class: Druid (Circle of the Shepherd planned, no multi-classing) Background/Backstory/Fear/Flaws/Feat/Alignment: See (first) spoiler below.
Background: (Custom) Sylvan Wanderer. Skills: Perception, Nature, Languages: Sylvan, Primordial. Now part of the Daggerford Militia, but that is not Soren's true background, only his last resort as a refugee.
Backstory: Burning. It was all burning.
The woods and meadows that half-eladrin father Elias had tended his entire life, that his wood elven mother Tara'ele's clan called home and defended with their lives. And their deaths. The land and the plants and the creatures, who Soren loved best of all. All gone. The ashes had drifted down like warm summer snow over Neverwinter Wood.
Soren had run when the long dormant volcano had exploded sideways in a devastating cataclysm of fire and cinder. He had never been the strongest, nor the most warlike. And how could one fight a burning mountain anyway? He had tended to the beasts and the woodland fey spirits, shepherding and befriending them as his father had.
And now he was alone. Fled far to the south. Bereft of his family and his flock, on the run in a brutal world. To Daggerford, taking on work as part of the Daggerford Militia. One day he would find a true forest home once more. But, muses Soren grimly, that day is not today.
Fear: Fire - since his home woodland was burned down by a volcanic eruption and choking ash. Soren fears it as an animal would.
Flaws: (Multiple) I tend to feel more at home with plants and animals than with people. I pretend not to understand the local language in order to avoid interactions I would rather not have. I am completely clueless about the machinations of powerful lords and rulers.
Feat: Fey Touched (WIS) - inherited from his half-eladrin father and his affinity to the woodland spirits of his home in Neverwinter Wood. Additional spells from Fey Touched feat: Misty Step and Silvery Barbs.
Backstory: Skorgrim grew up in the service of the brotherhood of the glorious sun, along side the rest of his family. During his younger years he would do miscellaneous jobs around the temple with the other kids, it wasnt until he came of age that he bacame a full acolyte. Now blessed as a cleric he sets forth in the name of the brotherhood to fight off the werewolfs.
Alignment: Lawful Good
Feat: Magic Initiative cleric
Skorgrim fears the dark. He can manage in dim light, but prefers brightly lit places
He puts too much trust in those who wield power within my temple’s hierarchy, and will follow their orders almost blindly.
Backstory: Motley grew up poor on the streets of Waterdeep. He lived with his father Miron and three sisters. Miron was a devout clergy of Waukeen, and his religious duties often took precedent over his fatherhood. Despite his particular faith, Motley's father had little business savvy and lost most of the money he made on foolish and ambitious investments. To keep things afloat, he was involved in many criminal operations as a fencer or an accountant. Motley was also involved in his father's criminal antics from an early age. He was an agile young boy that could squeeze into places other thieves couldn't. After he grew out of his useful size, he took on more of a father role, and raised his two younger sisters with his older sister's help. Despite how much he hated his father, he was raised a follower of Waukeen and found his own way to worship her. Due to conflict at home, he left Waterdeep when he was 17 and lived on the road for four years. Over that time, he developed a stronger relationship with Waukeen. Lacking purpose, he decided to become a cleric, worshiping the Golden Lady in a rather unique and unusual way. Combining criminal skills with a twisted sense of fairness and morality, he took up adventuring as a Trickery Cleric. His alignment would be leaning more towards Chaotic Neutral, because he cares mostly for himself. Any deal that is favorable for him, regardless of how it treats any other party involved, is a good deal to him.
Edit: Added this whole character concept before refreshing the page, so I did not see that Twombley and I had developed very similar characters. Great minds think alike, I suppose.
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
Giles has a way of blending in such that you would never notice him in a room, in a tavern, in a concert chamber. He has one of those faces, “Aren’t you that guy? You look familiar to me, I just can’t place you.” He’s heard all of that before. And I’m sure he will again.
How many of you have had the chance, nay the luck, the incredible blessing to meet your deity? And lived to tell about it? You are speaking to one just now. Everyone knows her name, says it casually as they roll the dice, roll the bones, make the bet. But they really don’t know her, haven’t encountered her like I have. Tymora. See? Instantly you know her, but really? Do you really?
She has blessed me, given me gifts, abilities, and I will use them. She has never wanted me to turn away from any adventure, she has brought me through scrapes and tough spots. I know she has bigger plans for me…
Except, sometimes she has a way of testing me. My friend Celeste, that lighthearted soul, encouraged me to join up with this group meeting at the Fairfortune hall, some crazy sounding group called the Knights of the Lucky Dagger. I’ve never been good in large groups, mainly trusted only small groups (really just groups of one, myself, if I’m speaking frankly), but Celeste has a way of talking you into things, you know? Dear Lady Tymora, you have my back, right?
What class? Monk, planned way of the ascendant dragon (but definitely open to other options)
Background? Inheritor.
Feat: Dragon Scales
Backstory - Nithgrea was raised an orphan in a monastary off the beaten path, run by other dragonborn who specialized in dragons and their history. Sadly no one saw him laid at their doorstep and left. The only thing with him at birth was a jeweled amulet with an inscription on the back that says, "Inheritor to Selmat's Estate". Inquiry was made but no one came forward with information about this estate, but rumors abound of what it could be. After his childhood friend Reyma went missing, he left the monastary to search both for her and possible clues to his potentially missing inheritance. Investigations have led him to the area of Daggerford, after hearing of the attacks and praying his lost friend was not among the dead.
After telling the backstory, where do you see this PC's alignment? Chaotic Neutral
(I have been wanting to play Strahd - and a version of yours would be so fun!)
Name: Zefla Shadowquick
Race: Ghostwise Halfling (I'll change the subrace if you don't want Ghostwise)
Class: Rogue (Scout) - possibly multiclass to Ranger? not sure
Background: Criminal / Spy
Feat: Squat Nimbleness
Backstory: Zefla has lived her entire life in Daggerford. That doesn't mean she hasn't been around, she prides herself in knowing the towns nearby - in particular how to get in and out of those towns without ever being noticed. While doing this for fun as well for profit, Zefla works at a local tavern in Daggerford. The halfling waits tables, mans the bar, but her real job is to listen. Listen to the travelers as they come and go, discussing their conquests, woes and whatnot. Depending on her discretion, she might relieve a little weight from some purses, enjoy a little bounty hunting, or let her employer, Chernin, know of a larger adventure that she may or may not join in on. For her it was a pretty exciting life, kept her on her toes and Chernin gave her the freedom of choosing what she wanted to do from the knowledge she learned while working.
But things were changing. And not for the good. Over the past year, the amount of bad omens and just different types of attacks that has fallen upon Daggerford were becoming too much. Business at the tavern was low and continually diminishing. She was part of the Daggerford Militia, but even there things were running thin. Once she heard about the attack of the werewolves on the outskirts of Daggerford, she let Chernin know that she was going to do what she could to assist.
Backstory: Cooper is a brewer. He’s renowned for his particular rum-a long and lengthy recipe that I could go into but won’t unless asked- and travels, selling it to anyone who will buy and supplying taverns and inns. In the process of this, he’s learned to defend himself a good bit, and at the moment, he’s traveling near Daggerford.
Alignment: Neutral good
Feat: it’ll have to be Grappler, cause I don’t have any advanced options, and that’s the one that fits him most b
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Backstory - Jax is long been a shadow in the forest. He has a hard time remembering his parents, or how he got to the wilds near Daggerford. He's been on his own, living amongst the other savage things of the wilderness. Hunting, foraging, migrating with the seasons for decades. In this time, he's mostly avoided the locals whenever possible, but rumors of him grew year after year, some feral elf boy lurking among the trees. Eventually he made contact with a kind old huntsman named Breagolt, who befriended him, helped guide him as he was introduced to the civilized world, and soon he began trading in Daggerford regularly, bringing furs, rare herbs, and the like for trade. In time, Braegolt convinced him to join the Daggerford Militia, and he's been making new friends and acquaintances since. He has a lot to learn about the customs of such people, and often feels like an outsider still.
After telling the backstory, where do you see this PC's alignment? Chaotic Good
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Class - Monk (committing to the Way of the Kensei when the time comes; no desire to multiclass)
Background - Far traveler (originally from Kara-Tur, far to the east of the Sword Coast)
Backstory - Several months ago, in a fit of anger, I sought to humble an arrogant young man who was shouting insults at my master teacher. I knocked the man off balance with a sweeping blow from my quarterstaff, and he landed violently upon the ground, slamming his head into the stone-paved street. His wounds were fatal. Unintentionally and unknowingly, I had struck down the firstborn of a powerful lord. Laden with remorse and grief, I said farewell to the monastery that had been my home since my youth, for the lord had sworn he would commit the entirety of his power and influence to procure my arrest and death. Forsaking my homeland of Kara-Tur, I now wander the Sword Coast and seek to do some good in this strange new land while simultaneously hoping to remain one step ahead of those who pursue me. And so it is that for the past few days I have been journeying northward along the Trade Way and have just arrived in Daggerford. Hopefully, I will find an odd job or two that will allow me to earn a few pieces of silver and replenish my supplies before I move on.
Alignment - Lawful good
Regarding a feat, a flaw, and a fear, I'll mull these over and be ready to submit some ideas if needed. Thanks.
Name:Zerxes (character sheet WIP) Race: Aasimar Class: Cleric - Light (may MC later) Background: Acolyte (Brotherhood of the Glorious Sun) Feat: Resilient (Constitution)
Backstory:
Born to a devout human father and a celestial mother, Zerxes always knew he was special. Growing up, they were constantly surrounded by love and guidance from their parents, who taught them about their celestial heritage and the importance of serving a higher purpose. As Zerxes grew older, they began to feel a calling to become a cleric, dedicating their life to spreading the teachings of their deity and helping those in need. They spent many years studying and training, eventually becoming a powerful and respected member of their religious community.One day, Zerxes was called upon to perform a healing ritual at a nearby village. The ritual required him to enter a deep meditative state and channel divine energy into the person in need of healing. Zerxes had performed this ritual countless times before, and he was confident in his abilities.As he began the ritual, something unexpected happened. He fell asleep and a surge of divine energy flowed through him with such force that it overwhelmed his control. Zerxes was unable to stop the flow of energy, and it burst out of him in a sudden explosion.The explosion caused serious damage to the village, destroying several homes and killing several people. Zerxes was devastated by what had happened, and he knew that he had to do something to make things right. He used his abilities to heal as many of the injured as he could, and then he fled the village, not wanting anyone to know what had happened.For years, Zerxes carried the burden of his guilt in silence, haunted by the knowledge that he had caused the accident and the deaths of so many innocent people. He continued to do good in the world, joined Brotherhood of the Glorious Sun and hoping to atone for his mistake, but the guilt weighed heavily on him, and he struggled to find peace.
Name: Sir Reginold Thunderbottom Race: Forest Gnome Class: Wizard (School of Divination) Background: Investigator Backstory:"Sir Reginold Thunderbottom, inquisitive investigator extrodinair, you've probably heard of me... No? You've never heard of my grand solving of the missing apple basket!? That's no matter, I will give you something to remember me by!"
Sir Reginold Thunderbottom is a private investigator, usually hired by desperate housewives to catch cheating spouses or missing cattle, today, he thought would be the same, however, is far from it. When he was asked to look into some Werewolves he thought 'Why not! This could be my big break, get into the big leagues!'.
Decided not to apply to your campaign, because while I had a character idea, I really feel like a couple of players have already posted similar characters and my app doesn't really add anything.
What class? Wizard What is the planned (or most likely) subclass? Divination. Any plans to multi-class later? No
Background? Haunted one
Backstory - Who is this PC? Abraxus is a sullen, morose, young wizard who was the last of a long line of a family of evil wizards and arcanists who once lived in a tower in the Misty Forest. He was the sole survivor of a mysterious fire that destroyed the tower and presumably his family. He’s since realized that they were wholly evil, and is committed to making up for their heinous deeds…
He’s constantly fighting his darker impulses, but overall is neutral good. He does have a disturbing taste for the macabre.
Ivy doesn’t have a backstory - at least, not one she can remember. She has been told her story many times, the tale of the old fishermen headed to their usual beach on a cold winter day. However, when they arrived they were greeted not by the usual birds and fish, but a dark-haired corpse of a young woman laying on the sand, body ensnared in strange twines of Ivy. Upon further inspection the fishermen discovered that, despite her lack of heartbeat, the women still drew breath - she was simply unconscious. And so they took her back to their small village, where their women nursed her back to health. When she finally awoke she did not know who she was or how she got there. The only hint of memory she was left with was a deep, terrible, fear of deep water - especially the ocean. Her head submerged in the dark, murky liquid, eyes stinging but unable to produce tears, lungs desperately gasping for air that was no longer there - the very thought brought a wave of panic over her, her almost non-existent heart-rate noticeably quickening.
It took a few weeks, but eventually the girl was back to full health, and was able to roam the village as she pleased. With none left to turn to, she was taken in by a kindly middle-age couple, one of which was the very fisherman whom had first stumbled across her unconscious form. Having forgotten her true name she was fondly dubbed “Ivy,” a name drawn from the plants that were found embracing her body In its leaves. For a while, Ivy’s life at the village was simple but happy - the community loved her, and she loved them back. But once the sympathy her story had garnered wore off, the villagers began to realize just how strange she really was. From her slow, almost silent heartbeat, to the way her eyes were so black you could not distinguish pupil from iris, to her uncanny, unblinking stare, Ivy began to scare the villagers, both in appearance and mannerisms. This was not helped by the shadows that seemed to dance at her fingertips, following her wherever she should go. The people soon began to view her as something unnatural, something wrong, a cursed placed upon the town by the ocean itself, a punishment for stealing it's resources. As the superstition surrounding Ivy began to grow, so too did the villagers fear and hatred, until only her foster parents would so much as acknowledge her. Soon enough not even they could stop the mob, and Ivy was forced to flee from the village - lest she be turned into some sort of sacrifice for the ocean’s gaping mouth.
With nowhere to go, Ivy simply wandered, travelling wherever her feet would take her. Eventually, she found herself in Daggerford, and, renting a local inn, decided to stay for a short while. Upon seeing a post advertising the hunting of werewolves, she figured she would join. She could, at least, put these shadows of her to good use - and a little extra money never hurt.
Alignment: Probably True Neutral, but would be open to Neutral/Chaotic Good :)
Just have to throw this in... You have several Cleric candidates already and mine should NOT take away from any of their chances. Think of my submission as more of a fighting priest of Gruumsh than a traditional cleric. He is not going to stop and heal you during combat. Not likely to heal you after combat. He may scream at you to get off your lazy arse and get back into the fight if you fall during combat, but only if he thinks you are worth the effort. (In fact only taking Healing Word...)
Name: Ketch Krumstawp
Race: Half-Orc
Class: Cleric - War Domain (After lvl 4 I would consider taking some Fighter or Paladin to play up the martial aspects rather than his spell casting...)
Background: Acolyte
Backstory:
The truth of Ketch's parentage was unknown until the child was born and his appearance made it quite apparent that he was not wholly a child of Humans. His mother, of course, suspected this may be the case but had kept the possibility hidden, fearful of how her noble husband would react if he learned of what had happened to her. The official story was that the child did not make it but the "nobles" could not find it within them to order the child killed. Instead he was surreptitiously sent to a far off cloister of priests. Surely they could rear the half breed into something useful, or at least keep the secret of it's parent's shame.
The particular rectory he was sent to was a kind of retreat shared by many faiths. While none in residency followed Gruumsh they had decided it only right the child learned the ways of those who did. For some it was the right thing to do, for others it was more an interesting theological experiment... For the child would eventually become known as Ketch Krumstawp it became his way of life. He was raised in both the ways of religion but also in the ways of war. He was taught not precisely what his people practiced but what academics believed them to. At an age to leave the rectory and make a life for himself now, Ketch belongs fully in no world at all... But he's damned well determined to make himself a place in it anyway.
Following Gruumsh, in his fashion, I could not see him in the Knights or Brotherhood... But I could see him as having recently joined the Militia and already been a bit of a problem due to his eagerness for combat.
Alignment: I see his alignment as a kind of Lawful Neutral... The lawful more about what he believes is right and wrong though, as opposed to following written laws. The Neutral leans towards good, for he wishes to be so, but can sometimes seem to lean evil as the priests who raised him tried to teach him that sometimes violence is the right solution, and he took much of that to heart.
Free Feat: Fighting Initiative - Dueling. The priests brought in experts to teach him to fight which increased his damage prowess but took away from his priestly skills...
The last year has been a trying one for the Sword Coast of Faerun. Whether it was rampaging dragon cults, strife between the city states, or a mysterious death curse, there seems to have been no end to the plagues visited upon the region. The land’s heroes are stretched thin, almost to the breaking point.
So, when a pack of werewolves begins to terrorize the hamlets and farms outside Daggerford – striking from a hidden base somewhere in the Misty Forest – there are few left who can answer the call to strike back.
Lucky you….
Greetings! This game will be my take on the 5e Curse of Strahd adventure. It will hit many of the beats of the official module, with a sprinkling of third-party-created content, some callbacks to 30 years worth of Ravenloft novels, and a tiny bit of original material.
Some notes:
If all this still sounds like a good time, here is how to apply....
The game starts at level 1.
Basics -
Advanced -
Optional -
If you like, your PC can be affiliated with one of the following organizations.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
https://ddb.ac/characters/90473664/sD6VfO
Name: Celeste Fairmeadows
Race: Half-Elf
Class: Celestial Warlock of Tymora
Background: Entertainer
Backstory: Celeste grew up in the small town of Daggerford, the daughter of the owner of the Lady Luck tavern Glenys and an elven adventurer who the mother seldom spoke about. Celeste spent much of her childhood at the tavern, listening to the stories told by the risktaking adventurers that visited, soon also learning to entertain the guests with her singing, dancing and flute-playing. One night stayed an exceptionally wealthy and lucky halfling at the tavern, giving Celeste a silver coin for her entertainment. The halfling turned out to be none other than Curran Corvalin and the coin he had unwittingly infused with some of Tymora's luck, granting Celeste divine powers of luck to serve The Lady of Luck. As she came of age Celeste found her way to the Fairfortune halls as a fledgling Knight of the Lucky Dagger, hoping to serve her goddess in great adventures to come. Little did she know how dark and nightmarish those adventures would turn out, but with the luck and light of her her goddess and friends like Giles, another servant of Tymora, she would always be a force against darkness and despair.
Alignment: Chaotic Good
Feat: Lucky
Celeste Fairmeadows
Eleuthera
Aasimar
Ranger. Probably Gloom Stalker, multi classes may happen but what happens will decide.
Haunted One
Eleuthera, as they call themsef now, grew up and was part of a chur throughout most of their life. They thought this "church" was fulfilling the wants if god by hunting monsters, when in reality they were a fascist cult. After confronting the truth of what they grew up in, they burned the church down and helped a rebel group hunt the entire cult, while taking no part in said hunt.
They travel aimlessly now, not sure what to do or who they even are, only travelling to escape from what they believe to be the remnants of the cult, which is in reality their trauma causing them panic and paranoia.
After a panic attack, they decide to take up any sort of hunting job as a distraction.
Neutral good
Name: Soren Thornpaw (<-- link to DDB character sheet)
Race: Wood Half-Elf
Class: Druid (Circle of the Shepherd planned, no multi-classing)
Background/Backstory/Fear/Flaws/Feat/Alignment: See (first) spoiler below.
Background: (Custom) Sylvan Wanderer. Skills: Perception, Nature, Languages: Sylvan, Primordial. Now part of the Daggerford Militia, but that is not Soren's true background, only his last resort as a refugee.
Backstory: Burning. It was all burning.
The woods and meadows that half-eladrin father Elias had tended his entire life, that his wood elven mother Tara'ele's clan called home and defended with their lives. And their deaths. The land and the plants and the creatures, who Soren loved best of all. All gone. The ashes had drifted down like warm summer snow over Neverwinter Wood.
Soren had run when the long dormant volcano had exploded sideways in a devastating cataclysm of fire and cinder. He had never been the strongest, nor the most warlike. And how could one fight a burning mountain anyway? He had tended to the beasts and the woodland fey spirits, shepherding and befriending them as his father had.
And now he was alone. Fled far to the south. Bereft of his family and his flock, on the run in a brutal world. To Daggerford, taking on work as part of the Daggerford Militia. One day he would find a true forest home once more. But, muses Soren grimly, that day is not today.
Fear: Fire - since his home woodland was burned down by a volcanic eruption and choking ash. Soren fears it as an animal would.
Flaws: (Multiple) I tend to feel more at home with plants and animals than with people. I pretend not to understand the local language in order to avoid interactions I would rather not have. I am completely clueless about the machinations of powerful lords and rulers.
Feat: Fey Touched (WIS) - inherited from his half-eladrin father and his affinity to the woodland spirits of his home in Neverwinter Wood. Additional spells from Fey Touched feat: Misty Step and Silvery Barbs.
Alignment: Neutral (good tendencies)
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Name: Skorgrim
Race: Hill dwarf
Class: Light cleric, no planned MC
Background: Acolyte
Backstory: Skorgrim grew up in the service of the brotherhood of the glorious sun, along side the rest of his family. During his younger years he would do miscellaneous jobs around the temple with the other kids, it wasnt until he came of age that he bacame a full acolyte. Now blessed as a cleric he sets forth in the name of the brotherhood to fight off the werewolfs.
Alignment: Lawful Good
Feat: Magic Initiative cleric
Skorgrim fears the dark. He can manage in dim light, but prefers brightly lit places
He puts too much trust in those who wield power within my temple’s hierarchy, and will follow their orders almost blindly.
https://ddb.ac/characters/90643865/3qHOGp
Name: Motley Tiedemann
Race: Human Variant
Class: Trickery Cleric of Waukeen
Background: Criminal
Backstory: Motley grew up poor on the streets of Waterdeep. He lived with his father Miron and three sisters. Miron was a devout clergy of Waukeen, and his religious duties often took precedent over his fatherhood. Despite his particular faith, Motley's father had little business savvy and lost most of the money he made on foolish and ambitious investments. To keep things afloat, he was involved in many criminal operations as a fencer or an accountant. Motley was also involved in his father's criminal antics from an early age. He was an agile young boy that could squeeze into places other thieves couldn't. After he grew out of his useful size, he took on more of a father role, and raised his two younger sisters with his older sister's help. Despite how much he hated his father, he was raised a follower of Waukeen and found his own way to worship her. Due to conflict at home, he left Waterdeep when he was 17 and lived on the road for four years. Over that time, he developed a stronger relationship with Waukeen. Lacking purpose, he decided to become a cleric, worshiping the Golden Lady in a rather unique and unusual way. Combining criminal skills with a twisted sense of fairness and morality, he took up adventuring as a Trickery Cleric. His alignment would be leaning more towards Chaotic Neutral, because he cares mostly for himself. Any deal that is favorable for him, regardless of how it treats any other party involved, is a good deal to him.
Edit: Added this whole character concept before refreshing the page, so I did not see that Twombley and I had developed very similar characters. Great minds think alike, I suppose.
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
- Litany Against Fear, Frank Herbert
Name : Giles Serpentflower
Race : Human (variant)
Class : Cleric (Trickery domain)
Deity : Lady Tymora
Alignment : Neutral
Background : Faceless
Feat : Telekinetic
Backstory :
Giles has a way of blending in such that you would never notice him in a room, in a tavern, in a concert chamber. He has one of those faces, “Aren’t you that guy? You look familiar to me, I just can’t place you.” He’s heard all of that before. And I’m sure he will again.
How many of you have had the chance, nay the luck, the incredible blessing to meet your deity? And lived to tell about it? You are speaking to one just now. Everyone knows her name, says it casually as they roll the dice, roll the bones, make the bet. But they really don’t know her, haven’t encountered her like I have. Tymora. See? Instantly you know her, but really? Do you really?
She has blessed me, given me gifts, abilities, and I will use them. She has never wanted me to turn away from any adventure, she has brought me through scrapes and tough spots. I know she has bigger plans for me…
Except, sometimes she has a way of testing me. My friend Celeste, that lighthearted soul, encouraged me to join up with this group meeting at the Fairfortune hall, some crazy sounding group called the Knights of the Lucky Dagger. I’ve never been good in large groups, mainly trusted only small groups (really just groups of one, myself, if I’m speaking frankly), but Celeste has a way of talking you into things, you know? Dear Lady Tymora, you have my back, right?
A wizard is never late, nor is he early, he arrives precisely when he means to.
https://ddb.ac/characters/90646803/WrmocO
(I have been wanting to play Strahd - and a version of yours would be so fun!)
Name: Zefla Shadowquick
Race: Ghostwise Halfling (I'll change the subrace if you don't want Ghostwise)
Class: Rogue (Scout) - possibly multiclass to Ranger? not sure
Background: Criminal / Spy
Feat: Squat Nimbleness
Backstory: Zefla has lived her entire life in Daggerford. That doesn't mean she hasn't been around, she prides herself in knowing the towns nearby - in particular how to get in and out of those towns without ever being noticed. While doing this for fun as well for profit, Zefla works at a local tavern in Daggerford. The halfling waits tables, mans the bar, but her real job is to listen. Listen to the travelers as they come and go, discussing their conquests, woes and whatnot. Depending on her discretion, she might relieve a little weight from some purses, enjoy a little bounty hunting, or let her employer, Chernin, know of a larger adventure that she may or may not join in on. For her it was a pretty exciting life, kept her on her toes and Chernin gave her the freedom of choosing what she wanted to do from the knowledge she learned while working.
But things were changing. And not for the good. Over the past year, the amount of bad omens and just different types of attacks that has fallen upon Daggerford were becoming too much. Business at the tavern was low and continually diminishing. She was part of the Daggerford Militia, but even there things were running thin. Once she heard about the attack of the werewolves on the outskirts of Daggerford, she let Chernin know that she was going to do what she could to assist.
Chaotic Neutral Alignment
https://www.dndbeyond.com/characters/90662629/builder/equipment/manage
Name:Garmus Cooper
Race: Hill dwarf
Class: Ranger
Subclass: Hunter
Backstory: Cooper is a brewer. He’s renowned for his particular rum-a long and lengthy recipe that I could go into but won’t unless asked- and travels, selling it to anyone who will buy and supplying taverns and inns. In the process of this, he’s learned to defend himself a good bit, and at the moment, he’s traveling near Daggerford.
Alignment: Neutral good
Feat: it’ll have to be Grappler, cause I don’t have any advanced options, and that’s the one that fits him most b
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Regarding a feat, a flaw, and a fear, I'll mull these over and be ready to submit some ideas if needed. Thanks.
Name: Zerxes (character sheet WIP)
Race: Aasimar
Class: Cleric - Light (may MC later)
Background: Acolyte (Brotherhood of the Glorious Sun)
Feat: Resilient (Constitution)
Backstory:
Born to a devout human father and a celestial mother, Zerxes always knew he was special. Growing up, they were constantly surrounded by love and guidance from their parents, who taught them about their celestial heritage and the importance of serving a higher purpose. As Zerxes grew older, they began to feel a calling to become a cleric, dedicating their life to spreading the teachings of their deity and helping those in need. They spent many years studying and training, eventually becoming a powerful and respected member of their religious community.One day, Zerxes was called upon to perform a healing ritual at a nearby village. The ritual required him to enter a deep meditative state and channel divine energy into the person in need of healing. Zerxes had performed this ritual countless times before, and he was confident in his abilities.As he began the ritual, something unexpected happened. He fell asleep and a surge of divine energy flowed through him with such force that it overwhelmed his control. Zerxes was unable to stop the flow of energy, and it burst out of him in a sudden explosion.The explosion caused serious damage to the village, destroying several homes and killing several people. Zerxes was devastated by what had happened, and he knew that he had to do something to make things right. He used his abilities to heal as many of the injured as he could, and then he fled the village, not wanting anyone to know what had happened.For years, Zerxes carried the burden of his guilt in silence, haunted by the knowledge that he had caused the accident and the deaths of so many innocent people. He continued to do good in the world, joined Brotherhood of the Glorious Sun and hoping to atone for his mistake, but the guilt weighed heavily on him, and he struggled to find peace.
Alignment: Lawful Good
Player:
Snikkit Sparks - Gnome Artificier (Alchemist) 3 | Stranger Things: Hunt for the Thessalhydra
Theron Pyllae - Variant Human Fighter 1 | Shell Island
Riwakan Thioscale - Dragonborn Fighter (Battle Master) 5 | Adventures in the Sands: Lost Tomb of Meneptah (Group 2)
DM:
Derailed Dreams - Panic on the Zakhara Express
.
Name: Sir Reginold Thunderbottom
Race: Forest Gnome
Class: Wizard (School of Divination)
Background: Investigator
Backstory: "Sir Reginold Thunderbottom, inquisitive investigator extrodinair, you've probably heard of me... No? You've never heard of my grand solving of the missing apple basket!? That's no matter, I will give you something to remember me by!"
Sir Reginold Thunderbottom is a private investigator, usually hired by desperate housewives to catch cheating spouses or missing cattle, today, he thought would be the same, however, is far from it. When he was asked to look into some Werewolves he thought 'Why not! This could be my big break, get into the big leagues!'.
Alignment: Neutral Good
https://ddb.ac/characters/90697036/N1kgNE
I don't have a signature.
EDIT-
Decided not to apply to your campaign, because while I had a character idea, I really feel like a couple of players have already posted similar characters and my app doesn't really add anything.
I hope whoever is picked has fun! Good luck!
DM of AURYN: The Measure of Devotion - Escape from New York
I’ve always wanted to play a horror campaign! If this is still open I’d love to apply.
Name: Ivy
Race: Variant Human
Class: Sorcerer (Shadow Magic) - Probably won’t multi-class
Feat: Shadow Touched
Background: Haunted One
Backstory (+ fear, as they are intertwined):
Ivy doesn’t have a backstory - at least, not one she can remember. She has been told her story many times, the tale of the old fishermen headed to their usual beach on a cold winter day. However, when they arrived they were greeted not by the usual birds and fish, but a dark-haired corpse of a young woman laying on the sand, body ensnared in strange twines of Ivy. Upon further inspection the fishermen discovered that, despite her lack of heartbeat, the women still drew breath - she was simply unconscious. And so they took her back to their small village, where their women nursed her back to health. When she finally awoke she did not know who she was or how she got there. The only hint of memory she was left with was a deep, terrible, fear of deep water - especially the ocean. Her head submerged in the dark, murky liquid, eyes stinging but unable to produce tears, lungs desperately gasping for air that was no longer there - the very thought brought a wave of panic over her, her almost non-existent heart-rate noticeably quickening.
It took a few weeks, but eventually the girl was back to full health, and was able to roam the village as she pleased. With none left to turn to, she was taken in by a kindly middle-age couple, one of which was the very fisherman whom had first stumbled across her unconscious form. Having forgotten her true name she was fondly dubbed “Ivy,” a name drawn from the plants that were found embracing her body In its leaves. For a while, Ivy’s life at the village was simple but happy - the community loved her, and she loved them back. But once the sympathy her story had garnered wore off, the villagers began to realize just how strange she really was. From her slow, almost silent heartbeat, to the way her eyes were so black you could not distinguish pupil from iris, to her uncanny, unblinking stare, Ivy began to scare the villagers, both in appearance and mannerisms. This was not helped by the shadows that seemed to dance at her fingertips, following her wherever she should go. The people soon began to view her as something unnatural, something wrong, a cursed placed upon the town by the ocean itself, a punishment for stealing it's resources. As the superstition surrounding Ivy began to grow, so too did the villagers fear and hatred, until only her foster parents would so much as acknowledge her. Soon enough not even they could stop the mob, and Ivy was forced to flee from the village - lest she be turned into some sort of sacrifice for the ocean’s gaping mouth.
With nowhere to go, Ivy simply wandered, travelling wherever her feet would take her. Eventually, she found herself in Daggerford, and, renting a local inn, decided to stay for a short while. Upon seeing a post advertising the hunting of werewolves, she figured she would join. She could, at least, put these shadows of her to good use - and a little extra money never hurt.
Alignment: Probably True Neutral, but would be open to Neutral/Chaotic Good :)
Just have to throw this in... You have several Cleric candidates already and mine should NOT take away from any of their chances. Think of my submission as more of a fighting priest of Gruumsh than a traditional cleric. He is not going to stop and heal you during combat. Not likely to heal you after combat. He may scream at you to get off your lazy arse and get back into the fight if you fall during combat, but only if he thinks you are worth the effort. (In fact only taking Healing Word...)
Name: Ketch Krumstawp
Race: Half-Orc
Class: Cleric - War Domain (After lvl 4 I would consider taking some Fighter or Paladin to play up the martial aspects rather than his spell casting...)
Background: Acolyte
Backstory:
The truth of Ketch's parentage was unknown until the child was born and his appearance made it quite apparent that he was not wholly a child of Humans. His mother, of course, suspected this may be the case but had kept the possibility hidden, fearful of how her noble husband would react if he learned of what had happened to her. The official story was that the child did not make it but the "nobles" could not find it within them to order the child killed. Instead he was surreptitiously sent to a far off cloister of priests. Surely they could rear the half breed into something useful, or at least keep the secret of it's parent's shame.
The particular rectory he was sent to was a kind of retreat shared by many faiths. While none in residency followed Gruumsh they had decided it only right the child learned the ways of those who did. For some it was the right thing to do, for others it was more an interesting theological experiment... For the child would eventually become known as Ketch Krumstawp it became his way of life. He was raised in both the ways of religion but also in the ways of war. He was taught not precisely what his people practiced but what academics believed them to. At an age to leave the rectory and make a life for himself now, Ketch belongs fully in no world at all... But he's damned well determined to make himself a place in it anyway.
Following Gruumsh, in his fashion, I could not see him in the Knights or Brotherhood... But I could see him as having recently joined the Militia and already been a bit of a problem due to his eagerness for combat.
Alignment: I see his alignment as a kind of Lawful Neutral... The lawful more about what he believes is right and wrong though, as opposed to following written laws. The Neutral leans towards good, for he wishes to be so, but can sometimes seem to lean evil as the priests who raised him tried to teach him that sometimes violence is the right solution, and he took much of that to heart.
Free Feat: Fighting Initiative - Dueling. The priests brought in experts to teach him to fight which increased his damage prowess but took away from his priestly skills...
https://ddb.ac/characters/90927719/GI9kvS