I realized I only have access to those through source share in another campaign, so I'm thinking possibly have the ring be a reskinned Robe of the Archmagi. I don't think anyone else has selected that item yet.
I've also kept the idea that she can be enchanted through the ring, but removed the touch spells due to that being potentially beneficial.
I've edited my original post to reflect these changes.
Name: Jarro Crowrot Race: Reborn Background: Urban Bounty Hunter Class: Rogue (possibly Phantom or Soulknife later down the line) Rare magic item gifted to you by the temple: Amulet of Health (you already know where that 4 is going) Legendary magic item, along with a description of the curse it carries: Blood Fury Tattoo
The curse is slowly but surely devouring Jarro's soul. The tattoo is permanently attuned to Jarro (unless that sounds too game-breaking), keeping him alive after death. Actively using the charges causes the process to hasten.
Brief backstory: Amidst the maze of his hometown's winding streets and shadowy alleyways, Jarro Crowrot made a living as a small-time urban bounty hunter, tracking down petty criminals and collecting meager bounties to eke out a modest living. One fateful day, he received a tip about a notorious necromancer terrorizing the city's outskirts. Rumor had it that they were experimenting with forbidden magics and had amassed a sizable reward on their head. Eager to prove himself as a capable bounty hunter, Jarro set out to capture the wizard, his ambitions outweighing his caution.
The confrontation was short and brutal, the bounty hunter's skills were no match for the necromancer's arcane powers and he was mortally wounded by a blast of dark energy. But instead of finishing him off, the sinister mage conducted a horrifying experiment. Jarro's mangled body was stitched together with mismatched body parts of other unfortunate victims, creating a grotesque patchwork of flesh and bone. To seal the process, an intricate tattoo was inscribed on Jarro's chest, which sprawled across his right arm and leg. The curse embedded within the tattoo was a malevolent force that sought to merge the disparate souls of the previous owners of the body parts into one twisted entity.
Now, Jarro Crowrot roams the shadows in a constant struggle to maintain his own identity in a world where he's becoming more and more fragmented. His jumbled flesh hides the ever-shifting amalgamation of souls that reside within him, his actions no longer solely his own.
I would need a detailed description of any homebrew items... if possible, I would prefer if players reskin existing magic items with minor tweaks over entirely homebrewed items.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Ok my dear Mister_Whisker you got me when you said "I am going to run an adventure" ;)
Let me roll for stats here real quick and I'll fill the rest tomorrow with a little more time...
Ability scores: 11156111215
And with that I humbly present to your consideration:
Name: Flinn Mc'Rowan Race: Human Variant Background: Charlatan Class (and subclass, if applicable): Paladin (Devotion) Rare magic item or uncommon magic items gifted to you by the temple: Amulet of Health Legendary magic item, along with a description of the curse it carries: TruthSeeker Brief backstory (including how you came into possession of your cursed legendary magic item):
Flinn was a low key trickster raised in the streets of Waterdeep. He wasn't the smarter, or the faster, or the stronger of the dozens of tricksters and petty thieves that survive in the streets of the city but he had some charm and a sliver-tongue that helped him to earn some gold. Unfortunately Flinn never know when to quit, and if someone dares to challenge him, even the craziest things, he always has to accept, specially if they call him chicken. This flaw on his character had giving him a lot of troubles but he was able to talk his way out of them... most of the time. Flinn's best friend is Monkey, a nimble halfling that helped him with their little scams and trickster games. One featful nigth, in which both friends were having a particular good streak, they found themselves betting more than they could pay... and losing. So, in order to pay their debt the gangsters asked Flinn to steal the Sacred Finger of Tyr, a sacred relic in Tyr's temple. This was a suicidial mission but they threaten to kill Monkey if he didn't do it. Next morning was an important day at Tyr's temple. That day a holy ceremony was held. The top paladins of the order had been summoned to be tested and the winner would receive the honor to be the bearer of a particular holy weapon; TruthSeeker. The paladins were kneeled in front of the main altar, Tyr statue looming over them, judging their hearts and souls. Above them, the beautiful glassware atop of the dome of the temple filled the interior with a golden light, filtering the last rays of the setting sun.
For some reason Flinn thought that the best acess point to the temple was that glassware. Removing one or two, climb down to the Tyr statue and descend it, find the Finger and get out before no one would ever notice he was there. A plan without flaws in his mind.
Below, the ceremony was reaching to the end. Tyr's Patriarch was holding a silver plate with a longsword on it, approaching the last three paladins. Suddenly they all heard glass breaking, a thud and several more bumps as they all saw a body falling from the dome, hitting his way down the statue to end falling almost at the arms of the Patriarch. Trying to save his own poor live, Flinn accidentaly grabbed the hilt of the sword. Everyone gasped in horror and awe. Silence befell in the temple. And then the scream of the sword could be heard in Flinn's mouth. Truthseeker couldn't believe that there could be someone with so many lies on his soul. First, it asked to be destroyed, for it couldn't bear it. Then there was a moment of silence as the paladins and the Patriarch, ran over the tresspasser and defiler. But Truthseeker spoke again and declared that he must be freed for they had a mission. The sword had sensed Flinn's worries for his little friend and before anyone could react and make some sense of what was happening, Flinn was running out of the temple and crossing half the city to save his friend. He succeeded, or it would be more accurate to say that TruthSeeker saved him, allowing Flinn to fight in a way he hasn't been able to that day.
Later, and after a lot of consideration and arguing and convincing from the Patriarch and the clerigy of Tyr, the sword decided to remain with Flinn. Together they will not rest until all the wrongs of Flinn's past life were attoned. Flinn couldn't be more scared and horrified, but the alternative was to be punished for all his trasgressions... and they were only talking about the transgressions of that day.
A few months of training later, and granted an amulet to try to preserve his life and not lose the sacred sword, Flinn started his path to help people find the truth in their lifes, and attone for his past sins.
Name: Cal Johnson Race: Custom Lineage Background: City Watch / Investigator Class (and subclass, if applicable): Palidian Rare magic item or uncommon magic items gifted to you by the temple: Ring of Mindshielding and Adamantine Plate Legendary magic item, along with a description of the curse it carries: Rod of Lordly Might; Curse: It causes the wielder to slowly become insane and bloodthirsty Brief backstory (including how you came into possession of your cursed legendary magic item):
Cal grew up in [Name of game location] and had an ordinary life. He was a gifted fighter and found purpose in serving in the local city watch. He had a wife and a baby girl. Cal loved nothing more than his family. One day he came home late from work and found a man with wield eyes standing over what remained of his wife and child. There was blood everywhere, and the man seemed to love it. The man began to run towards Cal with a bloody rod but Cal's years of training kicked in and he was able to use weapons mometume against him and kill his families murder.
Much time has passed since the death of his family, Cal was able to give them both a proper burial and grieve their deaths. Cal made a promise to his wife's grave that he would never allow something like this to happen again. That he would stomp out any form of evil he saw. But something changed with Cal the day he found his family, something broke deep inside him. He cares little about protecting himself and more about smiting his foes. He kept the rod to accomplish his promise not realizing that the true evil was in his hands.
Name: Yasmina Embershade Race: Half-Elf Class: Warlock (Djinni) Background: Criminal Backstory: Growing up in the bustling streets of Sujah of the Aasiran Caliphate, Yasmina quickly found a family with the ruthless Takreem thieves guild who trained her to sneak into places to steal for the guild. As she grew older she developed an affinity for charming the wealthy out of their gold and found herself becoming more independant in her operations serving the guild. Recently she became close to the Vizier Mansur from who she one fateful night stole a quite intriguing sapphire ring the old man kept securely locked up in his bedchamber, or so he thought. Enticed by the sapphire ring, Yasmina took it and left the Caliphate with both the Takreem guild and the Vizier's men in hot pursuit. The young half-elf was soon approached in her dreams by a powerful Djinn presenting himself as Amir, offering her great powers if she promised to seek a way to permanently free him from his imprisonment in the sapphire ring she wore. easily seduced by the offer of power, Yasmine agreed to Amir's terms. Little did she know the sapphire ring slowly takes it's toll on her frail soul, one day having her join her master in his eternal imprisonment. For now she can temporarily allow her master into the world ouside the prison palace pocket plane inside the sapphire ring and she has even learned to visit him there for consultation, but also to hide from those who hunt her. She has now reached lands far away from the Aasiran Caliphate where she hopes her pursuers won't find her, hoping to find a way to free her master but also to free herself from the dread fate that would eventually await her.
Magic Items: Ring of Djinni summoning, Cloak of Elvenkind and Winged Boots
FYI - I've come up with a few different options. 🙂 I just need to decide whether to go with something that lets me play with a class's most obvious legendary item (e.g., a paladin with a Holy Avenger sword, a wizard/sorcerer/warlock with the Staff or Robe of the Archmagi) or whether to go with something a bit more unusual, like the Hither-Thither staff.
I took a quick look at the artifacts, and here are a few that I thought would work in this campaign:
If we wanted to try one of those that includes beneficial & detrimental properties, should we just pick / propose properties from the table, or would you want to generate them randomly?
Hey, I’m moon, i‘m aged between 3 and 300. Pronouns are She/They/It/It’s/Them/Her. I love D&D. I am chaotic neutral irl. I’m not afraid to punch someone. Mess with me and you’ll find out the hard way. extended sig
I am the goddess of the moon, the tides, and the axolotls
FYI - I've come up with a few different options. 🙂 I just need to decide whether to go with something that lets me play with a class's most obvious legendary item (e.g., a paladin with a Holy Avenger sword, a wizard/sorcerer/warlock with the Staff or Robe of the Archmagi) or whether to go with something a bit more unusual, like the Hither-Thither staff.
I took a quick look at the artifacts, and here are a few that I thought would work in this campaign:
If we wanted to try one of those that includes beneficial & detrimental properties, should we just pick / propose properties from the table, or would you want to generate them randomly?
Okay... so... I'll give you the go-ahead on these if you want to pick one. As far as beneficial and detrimental properties, feel free to pick them yourself or roll randomly from a table.
The premise is fairly simple... a bunch of level one PCs start with a Legendary magic item. But the catch is that the legendary magic item is cursed, and the campaign goal is to find a way to free yourself of the curse on your magic item.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Hey, I’m moon, i‘m aged between 3 and 300. Pronouns are She/They/It/It’s/Them/Her. I love D&D. I am chaotic neutral irl. I’m not afraid to punch someone. Mess with me and you’ll find out the hard way. extended sig
I am the goddess of the moon, the tides, and the axolotls
Hey, I’m moon, i‘m aged between 3 and 300. Pronouns are She/They/It/It’s/Them/Her. I love D&D. I am chaotic neutral irl. I’m not afraid to punch someone. Mess with me and you’ll find out the hard way. extended sig
I am the goddess of the moon, the tides, and the axolotls
I am not a furry, I am a fishie.
To post a comment, please login or register a new account.
Maybe a Shield of the Hidden Lord reskinned as a signet ring with her "father" acting through it instead of trapped in it, or maybe a Blood Fury Tattoo?I realized I only have access to those through source share in another campaign, so I'm thinking possibly have the ring be a reskinned Robe of the Archmagi. I don't think anyone else has selected that item yet.
I've also kept the idea that she can be enchanted through the ring, but removed the touch spells due to that being potentially beneficial.
I've edited my original post to reflect these changes.
I am interested is there still room?
Yep, applications are open until Friday!
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
yikes that last roll
--
Name: Jarro Crowrot
Race: Reborn
Background: Urban Bounty Hunter
Class: Rogue (possibly Phantom or Soulknife later down the line)
Rare magic item gifted to you by the temple: Amulet of Health (you already know where that 4 is going)
Legendary magic item, along with a description of the curse it carries: Blood Fury Tattoo
The curse is slowly but surely devouring Jarro's soul. The tattoo is permanently attuned to Jarro (unless that sounds too game-breaking), keeping him alive after death. Actively using the charges causes the process to hasten.
Brief backstory: Amidst the maze of his hometown's winding streets and shadowy alleyways, Jarro Crowrot made a living as a small-time urban bounty hunter, tracking down petty criminals and collecting meager bounties to eke out a modest living. One fateful day, he received a tip about a notorious necromancer terrorizing the city's outskirts. Rumor had it that they were experimenting with forbidden magics and had amassed a sizable reward on their head. Eager to prove himself as a capable bounty hunter, Jarro set out to capture the wizard, his ambitions outweighing his caution.
The confrontation was short and brutal, the bounty hunter's skills were no match for the necromancer's arcane powers and he was mortally wounded by a blast of dark energy. But instead of finishing him off, the sinister mage conducted a horrifying experiment. Jarro's mangled body was stitched together with mismatched body parts of other unfortunate victims, creating a grotesque patchwork of flesh and bone. To seal the process, an intricate tattoo was inscribed on Jarro's chest, which sprawled across his right arm and leg. The curse embedded within the tattoo was a malevolent force that sought to merge the disparate souls of the previous owners of the body parts into one twisted entity.
Now, Jarro Crowrot roams the shadows in a constant struggle to maintain his own identity in a world where he's becoming more and more fragmented. His jumbled flesh hides the ever-shifting amalgamation of souls that reside within him, his actions no longer solely his own.
Hey @Mister_Whisker, I have a quick question. What are your thoughts on homebrewed items?
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.
I would need a detailed description of any homebrew items... if possible, I would prefer if players reskin existing magic items with minor tweaks over entirely homebrewed items.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Side note, I do plan to share content for this game, so if you don't own a specific item, race, subclass, etc., you may still be able to use it.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Thank you for clarifying! Just asking because I was having trouble finding an item, but I do think I've found one.
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.
And with that I humbly present to your consideration:
Name: Flinn Mc'Rowan
Race: Human Variant
Background: Charlatan
Class (and subclass, if applicable): Paladin (Devotion)
Rare magic item or uncommon magic items gifted to you by the temple: Amulet of Health
Legendary magic item, along with a description of the curse it carries: TruthSeeker
Brief backstory (including how you came into possession of your cursed legendary magic item):
Flinn was a low key trickster raised in the streets of Waterdeep. He wasn't the smarter, or the faster, or the stronger of the dozens of tricksters and petty thieves that survive in the streets of the city but he had some charm and a sliver-tongue that helped him to earn some gold. Unfortunately Flinn never know when to quit, and if someone dares to challenge him, even the craziest things, he always has to accept, specially if they call him chicken. This flaw on his character had giving him a lot of troubles but he was able to talk his way out of them... most of the time.
Flinn's best friend is Monkey, a nimble halfling that helped him with their little scams and trickster games. One featful nigth, in which both friends were having a particular good streak, they found themselves betting more than they could pay... and losing. So, in order to pay their debt the gangsters asked Flinn to steal the Sacred Finger of Tyr, a sacred relic in Tyr's temple. This was a suicidial mission but they threaten to kill Monkey if he didn't do it.
Next morning was an important day at Tyr's temple. That day a holy ceremony was held. The top paladins of the order had been summoned to be tested and the winner would receive the honor to be the bearer of a particular holy weapon; TruthSeeker.
The paladins were kneeled in front of the main altar, Tyr statue looming over them, judging their hearts and souls. Above them, the beautiful glassware atop of the dome of the temple filled the interior with a golden light, filtering the last rays of the setting sun.
For some reason Flinn thought that the best acess point to the temple was that glassware. Removing one or two, climb down to the Tyr statue and descend it, find the Finger and get out before no one would ever notice he was there. A plan without flaws in his mind.
Below, the ceremony was reaching to the end. Tyr's Patriarch was holding a silver plate with a longsword on it, approaching the last three paladins. Suddenly they all heard glass breaking, a thud and several more bumps as they all saw a body falling from the dome, hitting his way down the statue to end falling almost at the arms of the Patriarch.
Trying to save his own poor live, Flinn accidentaly grabbed the hilt of the sword.
Everyone gasped in horror and awe. Silence befell in the temple.
And then the scream of the sword could be heard in Flinn's mouth. Truthseeker couldn't believe that there could be someone with so many lies on his soul. First, it asked to be destroyed, for it couldn't bear it. Then there was a moment of silence as the paladins and the Patriarch, ran over the tresspasser and defiler. But Truthseeker spoke again and declared that he must be freed for they had a mission. The sword had sensed Flinn's worries for his little friend and before anyone could react and make some sense of what was happening, Flinn was running out of the temple and crossing half the city to save his friend. He succeeded, or it would be more accurate to say that TruthSeeker saved him, allowing Flinn to fight in a way he hasn't been able to that day.
Later, and after a lot of consideration and arguing and convincing from the Patriarch and the clerigy of Tyr, the sword decided to remain with Flinn. Together they will not rest until all the wrongs of Flinn's past life were attoned. Flinn couldn't be more scared and horrified, but the alternative was to be punished for all his trasgressions... and they were only talking about the transgressions of that day.
A few months of training later, and granted an amulet to try to preserve his life and not lose the sacred sword, Flinn started his path to help people find the truth in their lifes, and attone for his past sins.
PbP Character: A few ;)
Loving all the characters that you guys have submitted so far!
Applications are open until Friday at 6 p.m. (EST). So anyone who's interested in joining but haven't posted your application yet, get it in soon!
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Ability scores: 6 14 10 13 16 11
Name: Cal Johnson
Race: Custom Lineage
Background: City Watch / Investigator
Class (and subclass, if applicable): Palidian
Rare magic item or uncommon magic items gifted to you by the temple: Ring of Mindshielding and Adamantine Plate
Legendary magic item, along with a description of the curse it carries: Rod of Lordly Might; Curse: It causes the wielder to slowly become insane and bloodthirsty
Brief backstory (including how you came into possession of your cursed legendary magic item):
Cal grew up in [Name of game location] and had an ordinary life. He was a gifted fighter and found purpose in serving in the local city watch. He had a wife and a baby girl. Cal loved nothing more than his family. One day he came home late from work and found a man with wield eyes standing over what remained of his wife and child. There was blood everywhere, and the man seemed to love it. The man began to run towards Cal with a bloody rod but Cal's years of training kicked in and he was able to use weapons mometume against him and kill his families murder.
Much time has passed since the death of his family, Cal was able to give them both a proper burial and grieve their deaths. Cal made a promise to his wife's grave that he would never allow something like this to happen again. That he would stomp out any form of evil he saw. But something changed with Cal the day he found his family, something broke deep inside him. He cares little about protecting himself and more about smiting his foes. He kept the rod to accomplish his promise not realizing that the true evil was in his hands.
Ability scores: 14 15 9 18 13 14
Name: Yasmina Embershade

Race: Half-Elf
Class: Warlock (Djinni)
Background: Criminal
Backstory: Growing up in the bustling streets of Sujah of the Aasiran Caliphate, Yasmina quickly found a family with the ruthless Takreem thieves guild who trained her to sneak into places to steal for the guild. As she grew older she developed an affinity for charming the wealthy out of their gold and found herself becoming more independant in her operations serving the guild. Recently she became close to the Vizier Mansur from who she one fateful night stole a quite intriguing sapphire ring the old man kept securely locked up in his bedchamber, or so he thought. Enticed by the sapphire ring, Yasmina took it and left the Caliphate with both the Takreem guild and the Vizier's men in hot pursuit. The young half-elf was soon approached in her dreams by a powerful Djinn presenting himself as Amir, offering her great powers if she promised to seek a way to permanently free him from his imprisonment in the sapphire ring she wore. easily seduced by the offer of power, Yasmine agreed to Amir's terms. Little did she know the sapphire ring slowly takes it's toll on her frail soul, one day having her join her master in his eternal imprisonment. For now she can temporarily allow her master into the world ouside the prison palace pocket plane inside the sapphire ring and she has even learned to visit him there for consultation, but also to hide from those who hunt her. She has now reached lands far away from the Aasiran Caliphate where she hopes her pursuers won't find her, hoping to find a way to free her master but also to free herself from the dread fate that would eventually await her.
Magic Items: Ring of Djinni summoning, Cloak of Elvenkind and Winged Boots
Yasmina Embershade
FYI - I've come up with a few different options. 🙂 I just need to decide whether to go with something that lets me play with a class's most obvious legendary item (e.g., a paladin with a Holy Avenger sword, a wizard/sorcerer/warlock with the Staff or Robe of the Archmagi) or whether to go with something a bit more unusual, like the Hither-Thither staff.
I took a quick look at the artifacts, and here are a few that I thought would work in this campaign:
If we wanted to try one of those that includes beneficial & detrimental properties, should we just pick / propose properties from the table, or would you want to generate them randomly?
What’s this about?
Hey, I’m moon, i‘m aged between 3 and 300. Pronouns are She/They/It/It’s/Them/Her. I love D&D. I am chaotic neutral irl. I’m not afraid to punch someone. Mess with me and you’ll find out the hard way. extended sig
I am the goddess of the moon, the tides, and the axolotls
I am not a furry, I am a fishie.
Okay... so... I'll give you the go-ahead on these if you want to pick one. As far as beneficial and detrimental properties, feel free to pick them yourself or roll randomly from a table.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
The premise is fairly simple... a bunch of level one PCs start with a Legendary magic item. But the catch is that the legendary magic item is cursed, and the campaign goal is to find a way to free yourself of the curse on your magic item.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Huh
Hey, I’m moon, i‘m aged between 3 and 300. Pronouns are She/They/It/It’s/Them/Her. I love D&D. I am chaotic neutral irl. I’m not afraid to punch someone. Mess with me and you’ll find out the hard way. extended sig
I am the goddess of the moon, the tides, and the axolotls
I am not a furry, I am a fishie.
Well I don’t own my own personal rule book so I would be asking a lot of questions
if that’s ok?
Hey, I’m moon, i‘m aged between 3 and 300. Pronouns are She/They/It/It’s/Them/Her. I love D&D. I am chaotic neutral irl. I’m not afraid to punch someone. Mess with me and you’ll find out the hard way. extended sig
I am the goddess of the moon, the tides, and the axolotls
I am not a furry, I am a fishie.