Save existence from annihilation in this epic, multiverse-spanning adventure. The notorious lich Vecna is weaving a ritual to eliminate good, obliterate the gods, and subjugate all worlds. To stop Vecna before he remakes the universe, the heroes work with three of the multiverse’s most famous archmages, travel to far-flung locales, and rebuild the legendary Rod of Seven Parts. Vecna: Eve of Ruin is a high-stakes DUNGEONS & DRAGONS adventure in which the fate of the multiverse hangs in the balance. The heroes begin in the Forgotten Realms and travel to Planescape, Spelljammer, Eberron, Ravenloft, Dragonlance, and Greyhawk as they race to save existence from obliteration.
Ok, so, after months of hype, the adventure is finally here. The legendary epic to close out 5E's lifetime, where you battle to save the multiverse itself. And I'm going to run it! I am recruiting players for a PBP game. Below is most everything you need to know:
Important things to note:
Type of Players: Eve of Ruin is a game designed for experienced players, seeing as it goes from levels 10-20, and I am looking for players who know what they are doing and are willing to really build an in-depth story. That probably means you!
Group size: I will be accepting seven players who are willing to put in the time and dedication to play through this amazing adventure.
Introductory Scenarios: We WILL not immediately jump into Eve of Ruin. I will not reveal what we are doing first, as that will be a discussion with the group I choose. It may be Nest of the Eldritch Eye, it may be a series of one-shot length adventures, or it may be a pre-published module that I will modify to run from levels 3 - 10
Content Maturity Level: This game will for now be PG-13, since we don't know who all is posting. If the group decides they want to up the ante a little, that is something they can do.
Where is the game? I will be running the game here on DBB, with an in game thread here on the PBP forums, and an out of character thread in private messages.
How long do I have? Recruitment ends June 6th.
What I expect from players:
Post at least once a day, if not more. You don't have to do something super meaningful each time you post, but if you do something like "Bob fiddles with his dagger, contemplating the old man's words” It shows me you are paying attention and invested. We are here to build a story
Be nice. This is a safe space, where we can all come together and be ourselves and our characters. Don't create problematic characters, and remember: this is a 100% LBTQ friendly environment. If you have a problem with any of that, get out. I promise I'm not a mean DM.
Have fun. Try crazy plans! Being cautious can prevent you from dying, but where's the fun in that?
What you as a player should expect from ME:
It will get creepy at times. Don't worry. Oh, and whatever you do, don't touch the walls! They bite.
If you ever feel uncomfortable, send me a PM saying "X" and I will try to end the scene as quickly as possible. Later, if necessary, I will follow up with you to determine the upsetting content so I can cut it from the game.
I am pretty chill and laid back (at least I like to think so), so don't stress the small stuff. Encumbrance? Material Components for spells? Don't worry about it.
Character Creation Guidelines:
Starting Level: your character will start at level 3
Starting Equipment: you can have 1 uncommon magic item and 2 common magic items. In addition, you can trade your two common items for an expensive non magical item, such as Plate armor or a silvered weapon
Allowed Materials: all sourcebooks are allowed, including third party stuff here on DBB. If you would like to use a homebrew character option, ask me first so I can approve it
Optional Class Features: you may use all optional class features
Multi-classing: is completely allowed and encouraged if it helps build the fantasy of your character
Ability Scores: Roll in this thread, re-rolling ones always. If you don't like the first set, you can reroll, but you must use the second set.
If I haven't scared you off, then you should apply! Below is the info (REMEMBER: Only apply if you are actually committed to playing the game!)
The application process is a little different than my normal one, so bear with me. There are two different applications, and you can do either
Application type #1: the standard. This application is for those who have a specific character they want to play, and is much simpler than the other. Please provide the following information:
Character Name and Pronouns: Don’t name your character Bob or Joe or something like that, it breaks the immersion. And all pronouns and sexualities are welcome, of course.
Character Race and Subrace: Any published race and subrace is allowed. If you would like to use a homebrew race or subrace, please ask me first. If not, I’m sure we can find a solution that fits the type of character you want to play, whether it be with Custom Lineage or reskinning an existing race
Character Class and Subclass: The same that applies to Races also applies to classes. Multiclassing is allowed and encouraged, if that helps build the fantasy of your character. Please do not min-max. Build your character to level 3 for now.
Character Background and Backstory: any background is appropriate, including ones that grant feats. If your background does not grant a feat, you gain one feat that you think is thematic to the background. Ie, an entertainer background is not going to grant GWM. Your backstory should be at least one or two paragraphs, but the more detailed the better. I promise I will read these and incorporate them into the story.
In addition, you can include any of the following things in your application:
Character Description: a piece of art, a Heroforge, and/or a written description (1-2 paragraph)
Character Sheet:A DBB character sheet built to the specifications I provided above.
Personality and Roleplay: tell me what role your character fills in the party, their personality, and their general interactions with other PCs, and NPCs.
Application type #2: The flexible. This option is for those who don’t have a specific character in mind, and are more willing to tailor their PC to the group's needs and dynamics.
About Yourself: Don’t reveal all your personal info (obviously. This is the internet), but tell me about your experience with DND and PBP. Tell me your play style, what role you usually play in the party, all that good stuff. And, tell me what you hope to get out of this game
Writing prompt: Pretend you are a legendary hero, facing down the Arch-lich Vecna. He has just finished his maniacal monologue, in which he explains how he will remake the multiverse in his own image. Behind him is his Ultra Super Laser of Doomsday (creative name, I know), which is aimed at the planet of Toril, ready to fire. What do you do and say? And what are the consequences of your actions and words?
Character concepts: Give me three character concepts you are thinking of playing. They should be short, one sentence, and should not worry about mechanics. For a baseline, you can use the format of: “A adjective noun who important thing about the character” For instance, if I was doing Frodo from LOTR, I could say “an unassuming hobbit who possesses an evil ring”
Another application: send me a link to another application you made for a PBP game. It helps me get a sense of your writing style and such.
Play example: Send me a link to two of your posts in another PBP game you are in. One should be an example of your character’s turn in combat, and the other should be an example for Social Interaction/Exploration. If the situation requires context, please give it to me. I’m not telepathic.
That was a long post, so I’m going to end it here. If you have any questions let me know! And recruitment ends on the X of June. I will be accepting 7 players
Good luck, and remember: the Lich-God is watching you!
Forge Ironfist was created in the forges of Eberron, a war machine designed to be an unyielding sentinel on the battlefield. Throughout the Last War, he served with distinction, his unmatched combat prowess and strategic mind making him a valuable asset. However, as the war ended and the Treaty of Thronehold was signed, Forge found himself without purpose. Seeking a new path, he traveled across Eberron, eventually learning the ways of the arcane from a retired battlemage who saw potential in the warforged’s unwavering dedication.
Over time, Forge developed a mastery of both blade and spell, becoming an Eldritch Knight. He continued to wander, offering his skills as a mercenary and protector. His travels eventually brought him to the attention of the multiverse’s most renowned archmages, who contract him to do various work for them at times.
Description
Forge Ironfist stands tall and imposing, his metallic body a blend of iron and dark steel. Intricate arcane runes are etched across his armor, glowing faintly with a magical light. His eyes are a piercing blue, exuding both intelligence and a sense of unwavering duty. Despite his intimidating appearance, there is an air of calm and determination about him.
Personality and Roleplay
Forge Ironfist is a stoic and determined warrior, dedicated to the protection of the multiverse. His experiences on the battlefield have made him pragmatic and strategic, often taking on a leadership role in combat situations. Despite his mechanical nature, Forge has a strong sense of honor and duty, and he values the bonds he forms with his comrades.
In interactions with other PCs, Forge is respectful and straightforward, always willing to lend his expertise and strength to the group. With NPCs, he can come off as somewhat aloof, but his dedication to the mission and unwavering resolve often earn him their respect and trust.
Role in the Party
Forge serves as a frontline tank and damage dealer, utilizing his prowess with both weaponry and magic to protect his allies and strike down enemies. His combination of martial and arcane abilities allows him to adapt to various combat situations, making him a versatile and invaluable member of the party.
Might as well go with the flexible application. Thanks for the opportunity! Hope I get to hear back from you.
About Yourself:
Hello! I'm MightyOwl, currently living in extra-sunny California. Pronouns he/him. I've been playing and running D&D and other table top games for almost 15 years now. I play at least once a week in various IRL games and have been part of several PbPs over the last 6 or so years, both here on D&D Beyond or in private discord servers. I also have a passion for writing and character-oriented adventures and RP.
When it comes to D&D, I like to play whatever the party typically needs the most, whether that's healer, fighter, caster, skill monkey, or anything in-between. Though I'm flexible with what exactly the character is, once I have that image in focus, I can bring them to life with plenty of personality, goals, and flaws for the GM to entice me with or play on. Plus it's fun to see how the events of the game change them over time. I also love creating characters that flow and work with whatever the GM has planned. Collaborative storytelling is my favorite part of these games, so I'm more than happy to meet my GM or fellow players in the middle with things backstory-wise for the sake of the game. I'm also a big supporter of safety tools at the table - I'm glad you've included some in your preliminary pitch. Every table should be a safe spot for people to not be forced to confront things that upset them. I'm certain this group will find the fun sort of discomfort that comes with these games and not the kind that sucks the fun out of it.
Mechanics-wise, I love multiclassing and seeing what sorts of builds can synergize well, though I usually do this out of flavor rather than optimization. See the time I played a Necromancer Wizard/Undead Warlock/Shadow Sorcerer for more lmao. But perhaps this will be the game where I actually stick to a single class.
In the past, I've taken on way too many PbPs at once and have had to step back for my own sake. I'm hopeful that with this game, I can dedicate myself to one solid group and story rather than spread myself too thin and burn myself out like I used to. Plus, this adventure seems like a lot of fun. It's the culmination of so many years of a game that has brought me so much joy, and I'd like to be a part of it in some way, shape, or form. And of course, based on this recruitment thread alone, you seem like a cool GM and I would enjoy playing with you. Not to toot your horn, just felt you deserved the compliment. :)
Writing prompt:
"... Is it my turn? Good. I've got words, too. You're a persistent one, Arch-Lich. I'll give you that much. It must have taken a lot of work to get this far... but this is as far as you're getting. While you were busy enacting your plans, we've been twice as busy successfully unraveling them. You're practically a god, immortal, ageless, cunning as they come, but all your schemes have fallen apart at our hands. Us, mere mortals, have gotten to the heart of your plot and stand a pretty damn good chance at coming out on top. But even if we fail, even if you win, there will always be those that resist your tyranny. You are so obsessed with yourself, so blinded by the power that you covet, that even with your vast, superior intellect, you can't be bothered to think about ordinary people. You dismiss us as fools, slaughter us like cattle, keep us under your yoke like beasts. But the brave souls standing with me, ready to stop your evil plan... are all just ordinary people. And even if this will be our last fight, it will not be yours. Villains like you always underestimate the ordinary people. And that is why, in the end, you will always lose."
To punctuate my final point, I surreptitiously activate my cloak of billowing. One final flap of inspiration to rally my friends into battle. Vecna doesn't seem impressed, or maybe his face just always looks like that. I don't know. What I do know is that the time for talk is over. I draw my Holy Avenger and leap into the fray with my friends at my back. We made our peace with death long before we got to this point. It's now or never. I remember [dead mentor or friend's] final word of advice - "Fight like the hells and never look back."
We're quick, but Vecna's quicker. He fires off a volley of force blasts that nearly knock us off our feet - 6th, maybe 7th Circle magic missile? He's not playing around. Good thing we aren't either. My heart swells as [rogue] leaps out of the shadows and thrusts their Fool's Blade right through Vecna's torso in a critical strike. Looks like my monologue gambit paid off. [Bard] lifts our spirits with a stirring rendition of the song he played on that warm Neverwinter night when we all met in Protector's Enclave as [cleric] summons spirit guardians to ward off Vecna's minions.
And just like that, I'm right in front of him. Right where I need to be. I empower my blade with holy light, a symbol of my devotion to protecting the innocent from harm. It has felled countless foes and monstrosities before this point - I know it will not fail me now. I rear back, ready to swing with all the righteous fury my arms contain. My mind drifts to my mother - I wonder if she would be proud, seeing how far her child has come?
Perhaps it was too intrusive a thought. Vecna easily sidesteps my swing, his baleful eyes burning through to my soul. I feel a twinge of familiar fear. With a fell whisper, he makes the air leave my lungs, the blood freeze in my veins, the weight of my body overpower my legs. To kill with a single word... how could I ever stand a chance? Despair and frustration are my final thoughts as everything fades to black.
The last words I hear: "Ordinary after all, it would seem."
(If you would like to see more, let me know.)
Character concepts:
Any of these concepts can be reworked/combined/changed at your discretion. I know you didn't ask, but I did leave some ideas as to what class these characters could be, though ultimately I could make them work for any class.
- A scrappy Harper who has left behind a dark and shameful past to fight tyranny and evil. (From what I understand, secrets are rather important to this adventure. I like the idea of playing a character who is virtuous and brave, but has this dark past to grapple with. Maybe they're a former cultist, criminal, descendant of some terrible force of evil, cursed, whatever, but they have something to hide and live down. Something that could tempt them or be used against them. Plus I just like the Harpers. Class ideas: Any)
- A fatherly/motherly veteran who wants to protect the ones they love at all costs. (I usually play younger characters, but I think the time has come to become party parent. Someone gentle and kind the group can rely on for advice and support. But when what they love is threatened, they'll tear whatever's in their way apart. Very 'when a good man goes to war' vibe. Class Ideas: Fighter, Barbarian, Paladin, or even Blood Hunter seem to fit this bill.)
- An ambitious scholar dedicated to unraveling, and perhaps wielding, the mysteries of the Multiverse. (The classic morally-iffy magic user that is tempted by great power that is likely beyond their ken. I think their interest starts out innocently enough, motivated by a desire to right a wrong or simply discover the truth, but drifts dangerously close to corruption. Will their devotion to their friends pull them away from the magnetism of unlimited power? Could serve as a character foil to Vecna. Class Ideas: Sorcerer, Warlock, Wizard. Maybe even Bard.)
Application I made to a PbP:
My applications usually aren't that flashy, but I like to write enough about my characters that there are a few story hooks to spark a GM's imagination.Here ; Here ; Here ; and Here are where you can find a few of my apps.
RP Example:
Here. Context: Party are a group of special agents that have infiltrated a high class party with the intent to humiliate a Noble guest (Minovitas) who is a rival of our faction. Ashe, my bard, disguises himself as a tabloid writer and spins a yarn about how Minovitas is committing treason against his nation. Here is another if you need it - my bard was asked to tell a story, so I did just that. Here is the first establishing scene of a short lived but fun game I was in, this was some fun RP with the rest of the crew. Our group lives in a used bookshop together with our Nan, we get up to shenanigans, the cleric thaumaturgies open all the windows and doors and frightens my wizard.
Combat Example:
Don't have too many flashy standouts in this department, I usually make combat descriptions quick and snappy to keep things moving, but here's some examples: Here, our agents were performing aptitude tests at the start, and one of them was to face off in combat against our fellow crew members. Ashe, my character, has an aberrant dragonmark and used it to cast a critical hit chaos bolt on his opponent. Very unexpected!
Here, my cleric walked knowingly into a trap pretending to be an ordinary person, managed to avoid getting grappled, then gave the thugs that jumped her quite a surprise with spirit guardians. Here is an example from a combat I ran as a DM. I was running the Dangerous Designs adventure from the Wildemount book and the group was attempting to stop a fugitive from escaping.
Pretty sure that's everything now, let me know if more is needed!
Class: Sorcerer, Storm Magic ((I ended up homebrewing a bonus spell list similar to what the subclass had before it became official. It felt like a crime for Storm sorcerers to not have access to thematic spells like Call Lightning and Control Weather. If you don’t like the extra spells, just let me know and I can do the normal version.))
Bonus feat: Gift of the Metallic Dragon
Background: Acolyte
Backstory: The Silvertome family had been devout followers of the the Platinum Dragon, Bahumat for generations before Bahramuhd was even born. His parents, both humans, were both priest of the Platinum Dragon, and they ended up meeting at the grand temple dedicated to Bahumat nestled within the bustling metropolis of Waterdeep. Their courtship was short and sweet, and they ended up joining with each other in the bonds of matrimony. Truly dedicated to the ideals of The Just One, his parents exemplified Bahumat's teachings, and they taught and reinforced their beliefs to their six children.
When their seventh child was born, they were in for quite the surprise. At first, they were shocked to see their squealing infant son emerge from his mother's womb covered in platinum scales and in the form of a dragonborn, but they recognized his birth as what Bahumat intended it to be: a gift for their years of devoted service. Rejoicing, they named him Bahrumuhd, the draconic word for "Justice" and an homage to Bahumat himself.
Growing up, Bahrumuhd's life couldn't have been any better. He was surrounded by loved ones that cherished and provided for him. He received an extensive and formal education that others would envy from the best tutors around. He mingled with high society and rubbed elbows with powerful men and woman from all along the Sword Coast at social events his parents were invited to attend. His life was just about perfect, but there was only one slight problem.
Bahrumuhd hated all of it.
Even from a young age, he hated the special attention he received from his parents and the other clergymen. He hated the curious glances others stole at him no matter where he went. He hated the doctrine and ceremony pounded into him by his tutors day after day, year after year. Above everything else, he hated that he was forever destined to be nothing more than a religious figurehead. He felt like he had no say in matters concerning himself. Every decision was already made for him when it came to what he did in his free time, who he was allowed to associate with, what he was to study, and just about every other conceivable thing in his life. To make things worse, when his well-meaning parents did allow him to choose for himself, honor or tradition practically already made the decision for him. Bahrumuhd would much rather be his own person choosing to do his own things because he could, and tradition and rules could go the the Nine Hells for all he cared, but he had no choice but to wearily play his part. In social settings, he was the perfect representation of what his family wanted him to be, but in private settings, he rebelled as much as he possibly could. He didn't study and shirked his responsibilities as a student, avoided chores, and broke just about every rule he could just to prove that he could. Needless to say, he was the reason for quite a few of his parent's headaches.
As he grew older, his quite defiance grew into outright opposition. In return, his parents cracked down on him and increased their strictness, but that only fueled his rebelliousness. As his siblings matured and left to become crusaders against evil, philosophers, and other do-gooders, Bahrumuhd continued test the limits of his freedom, and he yearned to be set free to finally be himself.
Such an opportunity finally arose while Bahumuhd and his parents were attending a social event attended by many of Waterdeep's elite. The Xanathar guild attacked the party-goers in an attempt to take hostages for their nefarious designs, and Bahrumuhd chose slip away in the resulting confusion. At last, he was free! He could finally do whatever he wanted wherever he wanted whenever he wanted! Always having wanted to travel and see something else besides the streets of Waterdeep, Bahrumuhd quietly left the city in a caravan destined for Neverwinter to the north before his parents had an opportunity to find him. As the iron-clad wheels of the wagon he stowed away on bounced across the rocks and divots of the dusty road, Bahrumuhd couldn't help but let a broad and eager grin split his scaled face. At last, his life had finally begun.
Appearance: If accepted, I'll write up a nice description of him, but for now, the picture below will have to suffice. One thing I will mention is even though he has gleaming platinum scales, when the light hits him just right, you can see all sorts of colors shimmering across his scales: dull bronze, gleaming brass, vibrant gold, and other metallic hues. He's particularly fond of the cobalt blue markings under his eyes and along his snout as they bothered his parents to no end because it made him look like he had the markings of a chromatic dragon.
Personality and Roleplay: Bold, somewhat brash, and not afraid to share his opinion, Bahrumuhd values his freedom above all else. Having been repressed for his entire life, Bahrumuhd revels in being able to do what he wants when he wants. The quickest way to get him to do something is by telling him he can't do it. Despite his disregard for tradition and ceremony, he still enjoys helping others, one of his parent's teachings that actually stuck with him. Within the couple of years he's been on his own, he's taken a liking to playing the part of the hero. He's used his innate draconic power power to help those in need, freeing those who can't free themselves, and helping out wherever he could. In his opinion, his adventurer-type actions have done far more actual good than what preaching could have done.
In juxtaposition to his liking of being a hero, he hates being the center of attention. Having been born to human parents, being dragonborn set him apart from the rest of his family. A part of him yearns to be able to simply go about his business without attracting the stares that had accompanied him since his youth.
Because of his draconic nature, he's prone to fits of pride, avarice, and other emotions that plague dragonkind. He's particularly prone to making hasty judgement without thinking much and forming premature opinions of others. Because of this, he sometimes appears as childish and judgmental, but he's a solid friend to have once he's formed a positive opinion of you. Being headstrong and stubborn as an ox, it takes him a while to change his opinion about people, but once he does, it'll most likely stick with him the rest of his life.
His goals right now include avoiding his family, helping out where he can, and seeing all that the vast world has to offer. Since his escape, his worried parents have set out a reward for anyone who can bring their missing son back to them. In addition to avoiding the mercenaries they hired to find him, he also needs to avoid his siblings. A few of them are well-known knights and paladins, and they'd recognize him on-sight if they ever crossed paths. His life as a wandering adventurer of sorts makes it hard to avoid attracting attention, and he's already had to hide from his older brother once when Bahrumuhd discovered they were in the same town.
Character Link: I used standard array for now, but let me know how you'd like us to do ability scores
Here's a roleplay sample from a campaign where I'm playing as kenku druid. To give some background, they recently knocked out and captured a hag. My character was left to guard her.
While the others go on to the other caverns to gather out whatever they could find, Perrin stays in the cave with the giant skeleton and Maud to keep an eye on them. The last thing he wanted was for the hag to escape when they weren’t paying attention. Besides, to his lupine senses, the scent of human flesh was overpowering in the other chamber, and it was making him sick to his stomach.
Alone with the hag, Perrin finds himself pacing back and forth across the bone-littered floor of the cave, the images of dissected body parts and limbs playing unbidden through his mind. Glancing over at the unconscious form of Maud, Perrin feels a surge of red hot anger flood through him. Padding over to the hag, he finds a deep growl welling up in his throat. Maud was a despicable monstrosity, someone that deserved death for the atrocities she committed in the god-forsaken cave his friends were rummaging through. A deep, guttural growl of primal fury rumbles from his lupine throat as he brings his bared fangs close to her throat. It would take just one bite to rid the world of her vileness. He stands there still as a statue for what seems to be an eternity, glistening fangs poised over the hag’s exposed throat like an executioners axe.
Finally, he takes a step away from her and stalks back to the far side of the cave. No, he couldn’t kill someone who was defenseless, even someone as vile as Maud. What would he accomplish? Sure, there would be one less evil in the world to deal with, but Perrin would be no better than her, a cold-blooded murderer. Sitting back on his haunches, he watches the sleeping hag for any signs of her shaking of the poison, a dark glower spreading across his face. While he wouldn’t kill her now, that didn’t mean justice wouldn’t be served later on. It was best to just wait for the others…
It will get creepy at times. Don't worry. Oh, and whatever you do, don't touch the walls! They bite.
You like your biting walls don't you....
I was thinking of a character based on what class I would like to play at high levels. I have always wanted to play a level 20 druid, but I have also done lots of druids, including one that has had a wall try to bite it from you..... so as the class I have played least, I will be presenting you with an artificer (probably alchemist) battlesmith. Just need to make finish it first.
You haven't specified a stat generation method, so for now I am making it with point buy, but if rolling is available I will be taking that option.
Character Name and Pronouns: Tabitha (she/her), (will also answer to Tabby or "pspspsps")
Character Race and Subrace: Tabaxi (small)
Character Class and Subclass: Artificer (Battle Smith)
Character Background and Backstory: Background Sage (Wizard's Apprentice) Tabitha used to be an ordinary tabby cat, born on a farm with a mother who was the resident rat catcher, and an unknown father. Things changed after two weeks though. The farmer couldn't support the whole litter, and so some of them needed to be sold. Tabitha was one of the smallest so she was first to go. Luckily for her, although she didn't understand at the time, Bartholomew the Great (self given title) a wizard was passing through and was the one to purchase her. For the first year, she was just there for company, someone that Barty could talk to and stroke after a day of failed experiments. Sure she occasionally knocked things over and caused mess, but he could fix all that with his magic so didn't mind.
The constant exposure to magical items started to cause changes that neither of them expected. It started slowly, after she drank a potion that was left lying around which gave her intelligence and the ability to speak. Suddenly she became a lot more useful, and was able to start helping in the experiments. Just advice at this stage, she still wasn't able to hold anything, but that gave an idea to Barty. The next few experiments were focused on Tabby, with the aim to give her a more humanoid form. Tabaxi are a known race, and so they were the inspiration, however being a race of themselves and not just cats given magic, it took a lot of work to get sorted. In the end, the whole transformation happened mostly by fluke, and annoyingly neither of them could fully remember how it was done leaving it unrepeatable (without a lot more trial and error, which could be dangerous so was avoided).
Tabby ended up smaller than most tabaxi, but in every other way, she matched them. She became Barty's apprentice, however soon discovered although she enjoyed magic, she wanted more. She was wanting to craft more than just cast and so while Barty worked on learning new spells, Tabby crafted until she ended up with a magical construct that she could have as her own assistant. For a while, the three of them travelled around together, helping out in villages they came to, but as Barty got older, he felt he needed to settle down, something that Tabby, now her adventure was only just starting, had no intention of doing. They parted ways, with Tabby promising to check in whenever she was in town (location tbc depending on starting location. Probably Neverwinter or Waterdeep though) and she went off on her own to make new friends.
Character Description: I tried to make a heroforge, but nothing looked right. Then I tried to use AI, and wasn't too happy. I found this one AI generated art which I feel is close enough, but in essence, she is a small feline, tabby cat patterns on her fur
Personality and Roleplay: Tabitha is playful and good natured. Out of combat, she hitches a ride on the back of her steel defender (which looks like a small metal tiger - medium creature size) while spending a lot of that time chatting or sketching, either new creation ideas, or mapping the area. She is quite naïve, not really understanding that people might be lying to her as her whole life has been about learning and facts, not on people. In combat both her and her steel defender (who I am yet to name, but it will get one), will be up close and personal. They don't look like your typical tank, but big things can come in small packages. She also has a pinch of healing (but limited)
Character Class and Subclass: Fighter 2 / Wizard 1 (if we go up to lev 20, she will end up Fighter 11 (Eldritch Knight) / Wizard 9 (Abjuration)). From what I know and have experienced, this class combination works very well, I enjoy playing it, and Khessa has her reasons for trying to develop both combat and spellcasting skills. I personally don't consider it min-maxing; but obviously up to the DM to decide.
Character Background and Backstory: Folk Hero.
Khessa was born into a peasant family, in a small village.
At the age of 20 she is kidnapped, with her family, during a raid of drow slavers. Her village, Twardens, is wiped out. One of her borthers, Anator, is killed in front of her for having tried to resist. Khessa, her parents (Tobar Cabbagefield and Eshta Finegarden) and her remaining siblings (Yassa, Rethos and Larrya) are enslaved and brought underground, towards an unknown (but certainly not very pleasant) destiny in the underdark.
The brutal behavior of the drow leaves a deep mark in her soul: from that moment on, she always has deep distrust and contempt for the drow. 'I'll show the drow the same mercy they have shown me' she is used to think. Also, from that moment on, she always feels uneasy, anxious when she is in complete darkness.
Combining all of her self-confidence, physical prowess and sharp mind, with a fighting spirit that she discovers in those circumstances, she manages, with careful planning and some luck, to free herself.
She takes the drow completely by surprise and this allows her to accomplish a few not small tasks! She avenges her brother, killing the drow that murdered him. She strangles to death the slaver's wizard, also stealing his spellbook to be able, maybe, someday, to do the same wonders he was capable of. She pushes the drow priestess who was in charge of the expedition into a ravine (she doesn't know if the fall kills her, but it is the chaos that follows that allows her to escape). She steals some equipment and flees, freeing some other villagers in the meantime. Sadly, she has no chance to free her family: they have not been kept near her and she does not have the time to find them.
After a dangerous journey in the Underdark, during which she is forced on several occasions to defend herself in the hostile and unfamiliar environment (risking her life, but also honing her fighting skills), she manages to lead the freed villagers to the surface, then back home. But she decides not to rebuild the burned home of her family. What would matter to her a house, without the family that lived there with her?
She chooses to put to good use her newfound talents instead: she will live free, as an adventurer, she will satisfy the curiosity of the world that, after all, she has always had and will also, when possible, help the defenseless... for deep is her sorrow for not having been able to free her family. She will, one day, go back to the Underdark and free her family, among other unfortunate drow slaves.
NOTE: I will of course not cause trouble for any drow player characters... Khessa will be wary of them at first, but will eventually judge them based on their actions, not their race. Indeed, over time she might even be impressed if she met a drow who was able to free themselves from the typical ways of their race.
This was the backstory for a level 1 Khessa... Since she begins this campaign at level 3, she will have had some other adventure in the meantime, in the course of which she will have begun to penetrate the secrets of the spellbook she stole, thus starting to progress as a Fighter / Wizard.
Character Description: a piece of art, a Heroforge, and/or a written description (1-2 paragraph)
Khessa is a solar beauty: tall, well proportioned, with tanned skin and blond wavy hair. Her deep blue eyes used to shine with intelligence and curiosity, but now there is a shadow of sadness in them.
Character Sheet: I will create it in a breeze if selected. Khessa's Ability scores (1st): 151310111712 (rolled in a subsequent post, after clarifications from the DM). As for equipment, I would say Starting Fighter Equipment (since her first level would be Fighter), Cloak of Protection as Uncommon magic item and a Spellbook (plus a Spell Focus, if possible) in place of the two common magic items.
Personality and Roleplay: Khessa is usually cheerful and optimistic; obviously now that she is worried about the fate of her loved ones, prisoners of the drow, she also knows moments of worry, sadness or despondency. But sooner or later it is always hope that prevails. Perhaps also due to the period of drow imprisonment suffered, Khessa loves freedom very much (a characteristic phrase of hers is "I'm Khessa, I'm free as the blowing wind") Khessa is fascinated by mystery or arcane (partly because she got to experiment first-hand the advantage that a drow spellcaster gave to the drow raiding party, partly because she has always been curious) As already explained in the backstory, Khessa has had very bad experiences with the drow. She often thinks: "I'll show the drows the same mercy they have shown me". Now ... she will not kill peaceful drow on sight, of course, but she will be quite wary of every drow ... and she will show no mercy to an unpeaceful drow-or to a slaver. Her ordeal in the Underdark has also left her with a certain fear of total darkness. Khessa will do whatever it takes to free her kidnapped family from the drow (she will not go back to underdark alone to get uselessly killed... because if she gets killed, her family will be doomed to life-long slavery. But she will always keep her goal in mind - trying to get information, win allies, or improve herself until she is able to go).
As far as the role in the party is concerned, you can think of Khessa as an Eldritch Knight more magic-oriented than usual. She is usually perfectly capable of fighting on the front line and the 'more magic-oriented' tendency can allow her to bring some versatility - even more so if she can get clues in advance about the challenges to face, since, being part wizard, she can come to know, over time, a great variety of spells (of the levels she can cast, of course) so, if she has an idea of the challenges to face, she can prepare the most suitable ones for the situation. Obviously, however, she cannot outclass a pure wizard of the same level in terms of magic - a pure wizard will have more (and more powerful) spells at their disposal, while Khessa makes up for this by usually fighting in melee, saving her spells for when she faces emergencies or difficult situations.
Character Background and Backstory: Faction Agent (feat: Dungeon Delver). Lorroch works as an assistant in a small shop, The Steady Oak, that is a cover for a Harper safehouse. He occasionally disappears from the shop on missions for the Harpers when his talents are need. He is especially fond of delving into lost ruins or dungeons to retrieve lost artifacts that the Harpers want to keep out of the wrong hands. These delves help break up what he sees as the monotony of the everyday life of running a shop. His mentor and the shop's owner, Grimbald Rusk, often chides him for his impulsiveness and adventure seeking; but always lets him go with a resolute sigh when the need arises. During the trips into ruins, Lorroch always keeps an eye out for an interesting trinket or two that he can add to his area of the shop that many of the frequent customers refer to as Lorroch's Oddities.
Character sheet: https://www.dndbeyond.com/characters/125507389I went with standard array for ability scores for now, let me know if you prefer rolled or point buy. I'm thinking of maybe a uncommon magic crossbow and maybe regular studded leather armor and a cloak of many fashions for the common ones.
Personality and Roleplay: Lorroch is easygoing, skill monkey that is always willing to lend his party members a hand when they need it. He is curious and has a strong sense justice and balance for the world he lives in.
This post has potentially manipulated dice roll results.
Character Name, Pronouns, and Race: Sylbella lómë (she/they), the Astral Elf.
Character Class and Subclass: Two levels of druid (circle of stars) and one level of cleric (twilight domain).
Character Background: Astral Drifter.
Character Backstory:
Sylbella Iómë was born in the serene, timeless expanse of the Astral Plane, known to its inhabitants as the Silver Void. This realm, devoid of time's grasp, was home to a society of elves who sought to be closer to the divine essence of the multiverse. The Silver Void’s unique environment imbued them with an ethereal spark, manifesting as a starry gleam in their eyes and granting them extraordinary longevity.
From a young age, Sylbella exhibited a profound connection to the celestial forces of the Silver Void. Unlike other astral elves, who either fell into contemplative seclusion or pursued endless exploration, Sylbella found herself drawn to the stars and the mysteries they held. Her nights were spent gazing into the cosmic expanse, meditating on the constellations, and seeking to understand the divine energy that pulsed through the Astral Plane.
Centuries passed in peaceful study and exploration until one fateful night, Sylbella received a vision. As she meditated under a particularly brilliant constellation, the stars themselves seemed to shift and coalesce into a vivid image. Celestian, the god of stars and wanderers, appeared before her. Known for his dominion over the cosmos and his guidance of those who travel the multiverse, Celestian chose Sylbella as his emissary.
In this divine vision, Celestian revealed a dark figure, shrouded in malevolence, casting a ritual. The vision showed the catastrophic consequences of Vecna's success: a multiverse plunged into eternal darkness and despair.
Celestian, recognizing Sylbella's deep connection to the celestial forces and her potential to impact the multiverse, granted her divine powers. With his guidance, Sylbella was tasked with preventing Vecna’s ritual and preserving the balance and light of the multiverse.
How are rolls being done? I'm seeing different ways of rolling in use already...
I've always got specific character ideas in mind... But I also enjoy having to build to fit and option 2 is more unusual so let's do that one!
About Yourself: I first played D&D back, back, back in the mid '80s. Back when there was actual dungeons. Actual dragons. And we walked uphill to school in the snow. Yadda yadda yadda I fell away from playing and the world moved on. Then the pandemic and the world came to a screeching halt, more or less. Typical story I suppose - Being stuck at home meant watching a lot of TV and streaming, which led me to finding Critical Role, which piqued my interest for D&D once more, which led to me finding Beyond. I have been heavy into PbP ever since - it really fills my need for D&D, writing and my innate hermit-ness. I have a tendency to play the lovable scoundrel type - The rogue with a heart of gold kind of thing. I often do this via Bards with a tendency for cards and larceny but who mostly target those who can afford it. My Bards tend to be more talky than singy though as I tend to chatter on but I am actually not much of a music buff. My "ideal" Bard would really be based off Chaucer in A Knight's Tale. However I have no problem playing other roles... My longest running PbP has me playing a grumpy, gruff Fighter who isn't much for words, one of my favorites was also a female warlock who normally was a backline sniper but had a habit of sniping at the mighty and powerful and getting the group into situations... Out of this game I would hope to get what I am always hoping to get - A group of individuals coming together to create a fun story together. A group that can hopefully last for years and roll with the punches. A group that enjoys the failures as much as the triumphs... Getting some high level play in would be a nice added bonus since, unfortunately, most games do not last long enough to get there...
Writing prompt: Oh! This is hard without having a specific character in mind. Is it a cocky bard who will try to philosophize and debate with Vecna? The direct and headstrong fighter who will shout out a battlecry and dive in with maul swinging to crush the foe? The quiet and demure druid who will try to melt into the background hoping not to be noticed as they cast their control spell hoping to quietly give their party members an edge?
"When are you gonna learn that people will like you for who you are, not for how you can crush them?" Mulligan asks with a wry grin on the side of his face. "Well, in your race for power and glory, you forgot one small detail..." Mulligan waits. Patiently. Staring directly at Vecna and maintaining eye contact, he waits. Hopefully the other members of his party are using this long, stretched out moment to ready their own attacks and such but Mulligan just waits...
"Really? Nobody knows?" Mulligan finally asks in a practiced stage whisper as he quickly looks to the others. It was apparent that none of them did. Mulligan lets out an exaggerated sigh before he finally finishes...
"You forgot to hook up the doll..." Really? Nothing but confused looks from everyone? Everyone?? C'mon! This is from a classic. A classic!!
Once the look of utter confusion and contempt hits Vecna's face Mulligan knows he won the extra moment that the party needed! The bard lifts his left hand, an opened pouch sitting atop the uplifted palm spilling out it's contents of ruby dust even as he shouts out backwards arcane words which rhyme in the most disturbing way, the culmination of all these actions resulting in an invisible cube shaped prison of magical energies forming around and entrapping Vecna within it's confines. Mulligan's initial words may have been nonsense stolen from a movie that is yet to even be conceived but they succeeded in giving his villain just enough pause to allow the bard the extra moment he needed to ensnare him in a Forcecage and hopefully prevent the lich from casting any spells for a few moments while the party destroys his Ultra Super Laser of Doomsday!
((I don't always steal from or paraphrase movies like Weird Science... but depending on the character and the campaign I do sometimes find it brings some levity and humor to do so. *shrug*))
Character concepts: I would submit the following concepts I often dip into, and kind of mentioned above...
The Talker - a character as likely to talk the group into trouble as out of it. Charismatic and charming but not necessarily the wisest. This could be a Bard of most any flavor or even a Sorcerer with a smug streak or a high charisma rogue. Fun to have around even if you know you may end up needing bail money because of them.
The Reserved Powerhouse - Shy and unassuming, she usually is in the back of the party wanting to fade into the background. When things get nasty though she cuts loose and makes them even worse... For someone. Probably a spellcaster. Quiet and unsure of herself until pressed to the wall...
Warrior Priest - He believes what he believes and is willing to smash your head in to show you the light! Probably a Half Orc or Goliath or such, a mix of Cleric and Fighter levels. They kick ass in the name of the higher powers... But they're not there to coddle or baby you. You want a heal? Earn it by killing those who stand against us!
Name:Jack Mortmaigne (He/Him) Race: Human (Variant) Class: Warlock (Archfey) Background: Criminal (Scoundrel) Backstory: He was definitely lost now. The young boy was playing hide and seek with his friends at the Smiling Fox orphanage in Neverwinter and had hidden himself among the thick green bushes in the far corner of the orphanage's backyard. He had soon found himself in a misty forest and instead of trying to find his back to safety his curiosity had spurred him on, taking him deeper into the mystery.
Even though lost, not being one to despair, the young boy kept walking, still amazed over this mysterious forest. Soon he heard soft music which drew him to a misty glade where faries danced and pranced. "Welcome boy, we've been expecting you for some time now."A feminine voice behind him spoke softly. The boy turned and his green curious eyes looked up at the most beautiful elven maiden that smiled warmly at him.
Young Jack returned to his game of hide and seek, but not before being introduced into the deeper mysteries of the orphanage and it's benefactors of the Feywild. As he eventually reached adulthood, Jack left the orphanage to carry out his patron's wishes in the Realms, opposing tyranny and cruelty with trickery and ridicule, using his faery magic to assume the identities of the most despiccable nobles and other people of power to prank them and relieve them of wealth enough to keep the orphanage safe and himself with good wine and other of life's necessities.
Jack is an easy-going fellow who enjoys the best in life when he can afford it and loves the thrill of adventure and the chance to trick and ridicule those of power. He would not pass up a chance to trick what could be the most pewerful entity of existence. He would supplement a team with charm and social skills, deception through guile and illusions, thievery by tools, scouting with his (mostly) loyal sprite companion Ariel, and when the going gets tough, green crackling eldritch blasts from behind the front line, quite possibly far behind the front line. ;-)
Character Background and Backstory: Folk Hero -- Even at an early age, Asha acted to protect those needing protect -- children versus bullies, merchants versus thugs... no advesary was too big that Asha would not step up if called upon. True, there were times when he was badly beaten but he never gave up. His resolve became legendary (at least in his small village). Word spread and one day, a message came from the monastery... Asha was being summoned 'to be tested.'
Short long story - Asha spent a good decade training at the monastery and once considered 'properly trained', he was tasked to go forth and 'do good.'
I would love to be a part of this. I started D&D in the 80’s and I have played 5e and Pbp for many years.
Character Name and Pronouns: Seraphina Lightbringer (she)
Character Race and Subrace: Aasimar
Character Class and Subclass: Paladin (Devotion) 6 / Sorcerer (Divine) 14
Character Background Acolyte
and Backstory: Seraphina was born in a small village that lay in the shadow of an ancient cathedral dedicated to Torm. From a young age, it was clear she was different—her eyes glowed faintly with a divine light, and she exhibited a natural affinity for healing and protecting others. Her parents, devout worshipers of Torm, believed she was blessed by the gods, and they dedicated her to the cathedral’s care. Growing up in the cathedral, Seraphina was trained by the clergy and paladins of her order. She learned the ways of the sword and the intricacies of divine magic. The clergy taught her the importance of justice, mercy, and protecting the innocent. She excelled in her studies, driven by a deep sense of purpose and a desire to rid the world of evil. When Seraphina was still in training, a dark shadow fell over her homeland. Rumors spread of an ancient evil amassing an army of undead. Villages were razed, and innocent lives were lost. Seraphina’s village was among those destroyed, her parents killed in the attack. This tragedy solidified her resolve to fight against the darkness and protect the helpless. Upon completing her training, Seraphina took her sacred oaths and was granted a vision by her deity. In this vision, she saw herself standing against a horrible evil, a beacon of light in a sea of darkness. Her path was clear—she was destined to face this ancient evil someday and in the meantime she would hone her body and mind in preparation.
Personality and Roleplay: Seraphina is driven by a profound sense of duty and justice. The loss of her parents and the destruction of her village instilled in her a deep-seated desire to protect others and ensure that no one else suffers as she did. She is compassionate and kind, always willing to lend a helping hand or offer a comforting word. Her divine nature makes her a beacon of hope and light to those around her. Her greatest fear is failure. She carries the weight of her divine mission heavily and fears that if she falters, the world will be consumed by darkness.
Seraphina proudly wears her Amulet of the Devout inscribed with the emblem of Torm.
Character Name and Pronouns: Kit (Lady Kitiara, First Daughter of House Skye), She/They/He (in order of preference)
Character Race: Half-Elf (of High-Elven descent)
Character Classes: TBD (some combination of Rogue and/or Ranger multiclassed with Bard)
Background: Runagate (PHB Custom Charlton/Noble)
Backstory: A quarter hour older and a boy. It doesn't seem like much. But to the [whatever noble title the DM thinks appropriate] and [female version of same] of Skye, it meant everything. Lord Arik of Skye, Heir Apparent, was doted upon by his parents, provided with the best tutors, and given every opportunity to flourish.
In cold comparison, Kitiara of Skye had one purpose and one purpose alone, an arranged marriage to cement a political alliance and produce scions that would secure her family and her brother's position long after her parents were gone.
Burdened by the pressure of his position, Arik took to the life of an entitled rake in a futile attempt to lower his parents' expectations, while his sister became the rebellious gamine in a desperate bid for attention. Neither tack worked.
It wasn't until they were older, when an increasingly recalcitrant Kitiara started forcing her way into Arik's lessons, started besting him at his studies, that their parents took notice of Arik's shortcomings. Instead of lowering their expectations, they encouraged the rivalry to shame him into working harder.
It broke their relationship.
Without even her brother to lean on, Kitiara felt more isolated and desperate than she ever had before. And so, the night before her wedding, Lady Kitiara of Skye packed a bag and slipped away...never to be seen again.
A few weeks later Kit turned up on the streets of [city TBD based on the campaign setting], where they have since made a name for themselves as a Jack-of-all-Trades, street performer, and adventurer-for-hire.
Character Description: Kit's slim build, short brown hair, and Elvish features all lend a hint of androgynous beauty to her appearance, a look that she willfully cultivates though her insistence on wearing the current fashions of a male courtier. Her height lies somewhere in that strange confluence between tall human women, short human men, and average Elves (about 5'7"/170cm). She has piercing blue-grey eyes.
Character Sheet: WIP
Personality and Roleplay: Kit's skill set is broad but superficial, born more of education than practical experience. As a result, she's an excellent "back up" to the party's primary arcane caster, healer, or rogue.
In terms of personality Kit is self-confident, audacious, and independent; which can sometimes lead to recklessness. She carries a strong sense of noblesse oblige and has a soft spot for children in particular. She has little regard for authority but a strong moral code. Kit views most enchantment magic to be a violation worse than necromancy because it deprives its targets of their free will.
Alternate Character Ideas:
An acolyte of Myrkul who obsessively studies necromancy in all of its forms
A displaced peasant warrior with a competitive streak
Already so many wonderful applications! I can tell this is going to be absolutely agonizing to choose the group.
Because I am an idiot, I forgot to specify what method you can use for ability scores: You can roll your scores here in this thread, re-rolling ones always.
If you do not like your first set, you can discard and roll a second time, but once you discard the first one, you must use the second one.
Anyone who generated stats through various methods other than this, would you please add the necessary rolls to your post and use those instead for your ability scores.
Alrighty, I’ll do the rolls and then update my character sheet accordingly.
Ability scores: 151312161516
Hmm, not sure why it's giving me the manipulated rolls flag since I didn't go back and edit the post. Regardless, I'm going to roll again since those scores are a bit bland even if they're good
Alrighty, I’ll do the rolls and then update my character sheet accordingly.
Ability scores: 151312161516
Hmm, not sure why it's giving me the manipulated rolls flag since I didn't go back and edit the post. Regardless, I'm going to roll again since those scores are a bit bland even if they're good
Ability scores: 151015101111
Yikes, those are atrocious! Should've stuck with the first one, but I guess that's what happens when you tempt the dice gods. I like having ability scores that have some high scores and some low scores. It makes the character feel more real since they have some strengths and weakness. Having all the scores very similar to each other makes the character feel bland in my opinion. Oh well, guess I'll be stuck with the second set T.T
Ok, so, after months of hype, the adventure is finally here. The legendary epic to close out 5E's lifetime, where you battle to save the multiverse itself. And I'm going to run it! I am recruiting players for a PBP game. Below is most everything you need to know:
Important things to note:
What I expect from players:
What you as a player should expect from ME:
Character Creation Guidelines:
If I haven't scared you off, then you should apply! Below is the info (REMEMBER: Only apply if you are actually committed to playing the game!)
The application process is a little different than my normal one, so bear with me. There are two different applications, and you can do either
Application type #1: the standard. This application is for those who have a specific character they want to play, and is much simpler than the other. Please provide the following information:
In addition, you can include any of the following things in your application:
Application type #2: The flexible. This option is for those who don’t have a specific character in mind, and are more willing to tailor their PC to the group's needs and dynamics.
That was a long post, so I’m going to end it here. If you have any questions let me know! And recruitment ends on the X of June. I will be accepting 7 players
Good luck, and remember: the Lich-God is watching you!
~Raccoon_Master
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Ellora the Romantic Rookie
Check out my EXTENDED SIGNATUR (hasn't been updated in forever, fyi) and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Character Name: Forge Ironfist (He/Him)
Race: Warforged
Class: Fighter (Eldritch Knight)
Ability scores: 10 17 11 14 13 13
Background: Soldier
Backstory
Forge Ironfist was created in the forges of Eberron, a war machine designed to be an unyielding sentinel on the battlefield. Throughout the Last War, he served with distinction, his unmatched combat prowess and strategic mind making him a valuable asset. However, as the war ended and the Treaty of Thronehold was signed, Forge found himself without purpose. Seeking a new path, he traveled across Eberron, eventually learning the ways of the arcane from a retired battlemage who saw potential in the warforged’s unwavering dedication.
Over time, Forge developed a mastery of both blade and spell, becoming an Eldritch Knight. He continued to wander, offering his skills as a mercenary and protector. His travels eventually brought him to the attention of the multiverse’s most renowned archmages, who contract him to do various work for them at times.
Description
Forge Ironfist stands tall and imposing, his metallic body a blend of iron and dark steel. Intricate arcane runes are etched across his armor, glowing faintly with a magical light. His eyes are a piercing blue, exuding both intelligence and a sense of unwavering duty. Despite his intimidating appearance, there is an air of calm and determination about him.
Personality and Roleplay
Forge Ironfist is a stoic and determined warrior, dedicated to the protection of the multiverse. His experiences on the battlefield have made him pragmatic and strategic, often taking on a leadership role in combat situations. Despite his mechanical nature, Forge has a strong sense of honor and duty, and he values the bonds he forms with his comrades.
In interactions with other PCs, Forge is respectful and straightforward, always willing to lend his expertise and strength to the group. With NPCs, he can come off as somewhat aloof, but his dedication to the mission and unwavering resolve often earn him their respect and trust.
Role in the Party
Forge serves as a frontline tank and damage dealer, utilizing his prowess with both weaponry and magic to protect his allies and strike down enemies. His combination of martial and arcane abilities allows him to adapt to various combat situations, making him a versatile and invaluable member of the party.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Might as well go with the flexible application. Thanks for the opportunity! Hope I get to hear back from you.
Hello! I'm MightyOwl, currently living in extra-sunny California. Pronouns he/him. I've been playing and running D&D and other table top games for almost 15 years now. I play at least once a week in various IRL games and have been part of several PbPs over the last 6 or so years, both here on D&D Beyond or in private discord servers. I also have a passion for writing and character-oriented adventures and RP.
When it comes to D&D, I like to play whatever the party typically needs the most, whether that's healer, fighter, caster, skill monkey, or anything in-between. Though I'm flexible with what exactly the character is, once I have that image in focus, I can bring them to life with plenty of personality, goals, and flaws for the GM to entice me with or play on. Plus it's fun to see how the events of the game change them over time. I also love creating characters that flow and work with whatever the GM has planned. Collaborative storytelling is my favorite part of these games, so I'm more than happy to meet my GM or fellow players in the middle with things backstory-wise for the sake of the game. I'm also a big supporter of safety tools at the table - I'm glad you've included some in your preliminary pitch. Every table should be a safe spot for people to not be forced to confront things that upset them. I'm certain this group will find the fun sort of discomfort that comes with these games and not the kind that sucks the fun out of it.
Mechanics-wise, I love multiclassing and seeing what sorts of builds can synergize well, though I usually do this out of flavor rather than optimization. See the time I played a Necromancer Wizard/Undead Warlock/Shadow Sorcerer for more lmao. But perhaps this will be the game where I actually stick to a single class.
In the past, I've taken on way too many PbPs at once and have had to step back for my own sake. I'm hopeful that with this game, I can dedicate myself to one solid group and story rather than spread myself too thin and burn myself out like I used to. Plus, this adventure seems like a lot of fun. It's the culmination of so many years of a game that has brought me so much joy, and I'd like to be a part of it in some way, shape, or form. And of course, based on this recruitment thread alone, you seem like a cool GM and I would enjoy playing with you. Not to toot your horn, just felt you deserved the compliment. :)
"... Is it my turn? Good. I've got words, too. You're a persistent one, Arch-Lich. I'll give you that much. It must have taken a lot of work to get this far... but this is as far as you're getting. While you were busy enacting your plans, we've been twice as busy successfully unraveling them. You're practically a god, immortal, ageless, cunning as they come, but all your schemes have fallen apart at our hands. Us, mere mortals, have gotten to the heart of your plot and stand a pretty damn good chance at coming out on top. But even if we fail, even if you win, there will always be those that resist your tyranny. You are so obsessed with yourself, so blinded by the power that you covet, that even with your vast, superior intellect, you can't be bothered to think about ordinary people. You dismiss us as fools, slaughter us like cattle, keep us under your yoke like beasts. But the brave souls standing with me, ready to stop your evil plan... are all just ordinary people. And even if this will be our last fight, it will not be yours. Villains like you always underestimate the ordinary people. And that is why, in the end, you will always lose."
To punctuate my final point, I surreptitiously activate my cloak of billowing. One final flap of inspiration to rally my friends into battle. Vecna doesn't seem impressed, or maybe his face just always looks like that. I don't know. What I do know is that the time for talk is over. I draw my Holy Avenger and leap into the fray with my friends at my back. We made our peace with death long before we got to this point. It's now or never. I remember [dead mentor or friend's] final word of advice - "Fight like the hells and never look back."
We're quick, but Vecna's quicker. He fires off a volley of force blasts that nearly knock us off our feet - 6th, maybe 7th Circle magic missile? He's not playing around. Good thing we aren't either. My heart swells as [rogue] leaps out of the shadows and thrusts their Fool's Blade right through Vecna's torso in a critical strike. Looks like my monologue gambit paid off. [Bard] lifts our spirits with a stirring rendition of the song he played on that warm Neverwinter night when we all met in Protector's Enclave as [cleric] summons spirit guardians to ward off Vecna's minions.
And just like that, I'm right in front of him. Right where I need to be. I empower my blade with holy light, a symbol of my devotion to protecting the innocent from harm. It has felled countless foes and monstrosities before this point - I know it will not fail me now. I rear back, ready to swing with all the righteous fury my arms contain. My mind drifts to my mother - I wonder if she would be proud, seeing how far her child has come?
Perhaps it was too intrusive a thought. Vecna easily sidesteps my swing, his baleful eyes burning through to my soul. I feel a twinge of familiar fear. With a fell whisper, he makes the air leave my lungs, the blood freeze in my veins, the weight of my body overpower my legs. To kill with a single word... how could I ever stand a chance? Despair and frustration are my final thoughts as everything fades to black.
The last words I hear: "Ordinary after all, it would seem."
(If you would like to see more, let me know.)
Any of these concepts can be reworked/combined/changed at your discretion. I know you didn't ask, but I did leave some ideas as to what class these characters could be, though ultimately I could make them work for any class.
- A scrappy Harper who has left behind a dark and shameful past to fight tyranny and evil. (From what I understand, secrets are rather important to this adventure. I like the idea of playing a character who is virtuous and brave, but has this dark past to grapple with. Maybe they're a former cultist, criminal, descendant of some terrible force of evil, cursed, whatever, but they have something to hide and live down. Something that could tempt them or be used against them. Plus I just like the Harpers. Class ideas: Any)
- A fatherly/motherly veteran who wants to protect the ones they love at all costs. (I usually play younger characters, but I think the time has come to become party parent. Someone gentle and kind the group can rely on for advice and support. But when what they love is threatened, they'll tear whatever's in their way apart. Very 'when a good man goes to war' vibe. Class Ideas: Fighter, Barbarian, Paladin, or even Blood Hunter seem to fit this bill.)
- An ambitious scholar dedicated to unraveling, and perhaps wielding, the mysteries of the Multiverse. (The classic morally-iffy magic user that is tempted by great power that is likely beyond their ken. I think their interest starts out innocently enough, motivated by a desire to right a wrong or simply discover the truth, but drifts dangerously close to corruption. Will their devotion to their friends pull them away from the magnetism of unlimited power? Could serve as a character foil to Vecna. Class Ideas: Sorcerer, Warlock, Wizard. Maybe even Bard.)
Application I made to a PbP:
My applications usually aren't that flashy, but I like to write enough about my characters that there are a few story hooks to spark a GM's imagination. Here ; Here ; Here ; and Here are where you can find a few of my apps.
RP Example:
Here. Context: Party are a group of special agents that have infiltrated a high class party with the intent to humiliate a Noble guest (Minovitas) who is a rival of our faction. Ashe, my bard, disguises himself as a tabloid writer and spins a yarn about how Minovitas is committing treason against his nation.
Here is another if you need it - my bard was asked to tell a story, so I did just that.
Here is the first establishing scene of a short lived but fun game I was in, this was some fun RP with the rest of the crew. Our group lives in a used bookshop together with our Nan, we get up to shenanigans, the cleric thaumaturgies open all the windows and doors and frightens my wizard.
Combat Example:
Don't have too many flashy standouts in this department, I usually make combat descriptions quick and snappy to keep things moving, but here's some examples:
Here, our agents were performing aptitude tests at the start, and one of them was to face off in combat against our fellow crew members. Ashe, my character, has an aberrant dragonmark and used it to cast a critical hit chaos bolt on his opponent. Very unexpected!
Here, my cleric walked knowingly into a trap pretending to be an ordinary person, managed to avoid getting grappled, then gave the thugs that jumped her quite a surprise with spirit guardians.
Here is an example from a combat I ran as a DM. I was running the Dangerous Designs adventure from the Wildemount book and the group was attempting to stop a fugitive from escaping.
Pretty sure that's everything now, let me know if more is needed!
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Name: Bahramuhd Silvertome (He/Him)
Race: Metallic Dragonborn, Bronze ancestry
Class: Sorcerer, Storm Magic ((I ended up homebrewing a bonus spell list similar to what the subclass had before it became official. It felt like a crime for Storm sorcerers to not have access to thematic spells like Call Lightning and Control Weather. If you don’t like the extra spells, just let me know and I can do the normal version.))
Bonus feat: Gift of the Metallic Dragon
Background: Acolyte
Backstory: The Silvertome family had been devout followers of the the Platinum Dragon, Bahumat for generations before Bahramuhd was even born. His parents, both humans, were both priest of the Platinum Dragon, and they ended up meeting at the grand temple dedicated to Bahumat nestled within the bustling metropolis of Waterdeep. Their courtship was short and sweet, and they ended up joining with each other in the bonds of matrimony. Truly dedicated to the ideals of The Just One, his parents exemplified Bahumat's teachings, and they taught and reinforced their beliefs to their six children.
When their seventh child was born, they were in for quite the surprise. At first, they were shocked to see their squealing infant son emerge from his mother's womb covered in platinum scales and in the form of a dragonborn, but they recognized his birth as what Bahumat intended it to be: a gift for their years of devoted service. Rejoicing, they named him Bahrumuhd, the draconic word for "Justice" and an homage to Bahumat himself.
Growing up, Bahrumuhd's life couldn't have been any better. He was surrounded by loved ones that cherished and provided for him. He received an extensive and formal education that others would envy from the best tutors around. He mingled with high society and rubbed elbows with powerful men and woman from all along the Sword Coast at social events his parents were invited to attend. His life was just about perfect, but there was only one slight problem.
Bahrumuhd hated all of it.
Even from a young age, he hated the special attention he received from his parents and the other clergymen. He hated the curious glances others stole at him no matter where he went. He hated the doctrine and ceremony pounded into him by his tutors day after day, year after year. Above everything else, he hated that he was forever destined to be nothing more than a religious figurehead. He felt like he had no say in matters concerning himself. Every decision was already made for him when it came to what he did in his free time, who he was allowed to associate with, what he was to study, and just about every other conceivable thing in his life. To make things worse, when his well-meaning parents did allow him to choose for himself, honor or tradition practically already made the decision for him. Bahrumuhd would much rather be his own person choosing to do his own things because he could, and tradition and rules could go the the Nine Hells for all he cared, but he had no choice but to wearily play his part. In social settings, he was the perfect representation of what his family wanted him to be, but in private settings, he rebelled as much as he possibly could. He didn't study and shirked his responsibilities as a student, avoided chores, and broke just about every rule he could just to prove that he could. Needless to say, he was the reason for quite a few of his parent's headaches.
As he grew older, his quite defiance grew into outright opposition. In return, his parents cracked down on him and increased their strictness, but that only fueled his rebelliousness. As his siblings matured and left to become crusaders against evil, philosophers, and other do-gooders, Bahrumuhd continued test the limits of his freedom, and he yearned to be set free to finally be himself.
Such an opportunity finally arose while Bahumuhd and his parents were attending a social event attended by many of Waterdeep's elite. The Xanathar guild attacked the party-goers in an attempt to take hostages for their nefarious designs, and Bahrumuhd chose slip away in the resulting confusion. At last, he was free! He could finally do whatever he wanted wherever he wanted whenever he wanted! Always having wanted to travel and see something else besides the streets of Waterdeep, Bahrumuhd quietly left the city in a caravan destined for Neverwinter to the north before his parents had an opportunity to find him. As the iron-clad wheels of the wagon he stowed away on bounced across the rocks and divots of the dusty road, Bahrumuhd couldn't help but let a broad and eager grin split his scaled face. At last, his life had finally begun.
Appearance: If accepted, I'll write up a nice description of him, but for now, the picture below will have to suffice. One thing I will mention is even though he has gleaming platinum scales, when the light hits him just right, you can see all sorts of colors shimmering across his scales: dull bronze, gleaming brass, vibrant gold, and other metallic hues. He's particularly fond of the cobalt blue markings under his eyes and along his snout as they bothered his parents to no end because it made him look like he had the markings of a chromatic dragon.
Personality and Roleplay: Bold, somewhat brash, and not afraid to share his opinion, Bahrumuhd values his freedom above all else. Having been repressed for his entire life, Bahrumuhd revels in being able to do what he wants when he wants. The quickest way to get him to do something is by telling him he can't do it. Despite his disregard for tradition and ceremony, he still enjoys helping others, one of his parent's teachings that actually stuck with him. Within the couple of years he's been on his own, he's taken a liking to playing the part of the hero. He's used his innate draconic power power to help those in need, freeing those who can't free themselves, and helping out wherever he could. In his opinion, his adventurer-type actions have done far more actual good than what preaching could have done.
In juxtaposition to his liking of being a hero, he hates being the center of attention. Having been born to human parents, being dragonborn set him apart from the rest of his family. A part of him yearns to be able to simply go about his business without attracting the stares that had accompanied him since his youth.
Because of his draconic nature, he's prone to fits of pride, avarice, and other emotions that plague dragonkind. He's particularly prone to making hasty judgement without thinking much and forming premature opinions of others. Because of this, he sometimes appears as childish and judgmental, but he's a solid friend to have once he's formed a positive opinion of you. Being headstrong and stubborn as an ox, it takes him a while to change his opinion about people, but once he does, it'll most likely stick with him the rest of his life.
His goals right now include avoiding his family, helping out where he can, and seeing all that the vast world has to offer. Since his escape, his worried parents have set out a reward for anyone who can bring their missing son back to them. In addition to avoiding the mercenaries they hired to find him, he also needs to avoid his siblings. A few of them are well-known knights and paladins, and they'd recognize him on-sight if they ever crossed paths. His life as a wandering adventurer of sorts makes it hard to avoid attracting attention, and he's already had to hide from his older brother once when Bahrumuhd discovered they were in the same town.
Character Link: I used standard array for now, but let me know how you'd like us to do ability scores
https://www.dndbeyond.com/sheet-pdfs/dimir_mtg_125549021.pdf
Here's a roleplay sample from a campaign where I'm playing as kenku druid. To give some background, they recently knocked out and captured a hag. My character was left to guard her.
While the others go on to the other caverns to gather out whatever they could find, Perrin stays in the cave with the giant skeleton and Maud to keep an eye on them. The last thing he wanted was for the hag to escape when they weren’t paying attention. Besides, to his lupine senses, the scent of human flesh was overpowering in the other chamber, and it was making him sick to his stomach.
Alone with the hag, Perrin finds himself pacing back and forth across the bone-littered floor of the cave, the images of dissected body parts and limbs playing unbidden through his mind. Glancing over at the unconscious form of Maud, Perrin feels a surge of red hot anger flood through him. Padding over to the hag, he finds a deep growl welling up in his throat. Maud was a despicable monstrosity, someone that deserved death for the atrocities she committed in the god-forsaken cave his friends were rummaging through. A deep, guttural growl of primal fury rumbles from his lupine throat as he brings his bared fangs close to her throat. It would take just one bite to rid the world of her vileness. He stands there still as a statue for what seems to be an eternity, glistening fangs poised over the hag’s exposed throat like an executioners axe.
Finally, he takes a step away from her and stalks back to the far side of the cave. No, he couldn’t kill someone who was defenseless, even someone as vile as Maud. What would he accomplish? Sure, there would be one less evil in the world to deal with, but Perrin would be no better than her, a cold-blooded murderer. Sitting back on his haunches, he watches the sleeping hag for any signs of her shaking of the poison, a dark glower spreading across his face. While he wouldn’t kill her now, that didn’t mean justice wouldn’t be served later on. It was best to just wait for the others…
DM- Azalin's Doom
DM- Surviving the Unsurvivable
You like your biting walls don't you....
I was thinking of a character based on what class I would like to play at high levels. I have always wanted to play a level 20 druid, but I have also done lots of druids, including one that has had a wall try to bite it from you..... so as the class I have played least, I will be presenting you with an artificer (
probably alchemist) battlesmith. Just need tomakefinish it first.You haven't specified a stat generation method, so for now I am making it with point buy, but if rolling is available I will be taking that option.
Tabitha used to be an ordinary tabby cat, born on a farm with a mother who was the resident rat catcher, and an unknown father. Things changed after two weeks though. The farmer couldn't support the whole litter, and so some of them needed to be sold. Tabitha was one of the smallest so she was first to go. Luckily for her, although she didn't understand at the time, Bartholomew the Great (self given title) a wizard was passing through and was the one to purchase her. For the first year, she was just there for company, someone that Barty could talk to and stroke after a day of failed experiments. Sure she occasionally knocked things over and caused mess, but he could fix all that with his magic so didn't mind.
The constant exposure to magical items started to cause changes that neither of them expected. It started slowly, after she drank a potion that was left lying around which gave her intelligence and the ability to speak. Suddenly she became a lot more useful, and was able to start helping in the experiments. Just advice at this stage, she still wasn't able to hold anything, but that gave an idea to Barty. The next few experiments were focused on Tabby, with the aim to give her a more humanoid form. Tabaxi are a known race, and so they were the inspiration, however being a race of themselves and not just cats given magic, it took a lot of work to get sorted. In the end, the whole transformation happened mostly by fluke, and annoyingly neither of them could fully remember how it was done leaving it unrepeatable (without a lot more trial and error, which could be dangerous so was avoided).
Tabby ended up smaller than most tabaxi, but in every other way, she matched them. She became Barty's apprentice, however soon discovered although she enjoyed magic, she wanted more. She was wanting to craft more than just cast and so while Barty worked on learning new spells, Tabby crafted until she ended up with a magical construct that she could have as her own assistant. For a while, the three of them travelled around together, helping out in villages they came to, but as Barty got older, he felt he needed to settle down, something that Tabby, now her adventure was only just starting, had no intention of doing. They parted ways, with Tabby promising to check in whenever she was in town (location tbc depending on starting location. Probably Neverwinter or Waterdeep though) and she went off on her own to make new friends.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Application type #1: the standard.
Khessa was born into a peasant family, in a small village.
At the age of 20 she is kidnapped, with her family, during a raid of drow slavers. Her village, Twardens, is wiped out. One of her borthers, Anator, is killed in front of her for having tried to resist. Khessa, her parents (Tobar Cabbagefield and Eshta Finegarden) and her remaining siblings (Yassa, Rethos and Larrya) are enslaved and brought underground, towards an unknown (but certainly not very pleasant) destiny in the underdark.
The brutal behavior of the drow leaves a deep mark in her soul: from that moment on, she always has deep distrust and contempt for the drow. 'I'll show the drow the same mercy they have shown me' she is used to think. Also, from that moment on, she always feels uneasy, anxious when she is in complete darkness.
Combining all of her self-confidence, physical prowess and sharp mind, with a fighting spirit that she discovers in those circumstances, she manages, with careful planning and some luck, to free herself.
She takes the drow completely by surprise and this allows her to accomplish a few not small tasks! She avenges her brother, killing the drow that murdered him. She strangles to death the slaver's wizard, also stealing his spellbook to be able, maybe, someday, to do the same wonders he was capable of. She pushes the drow priestess who was in charge of the expedition into a ravine (she doesn't know if the fall kills her, but it is the chaos that follows that allows her to escape). She steals some equipment and flees, freeing some other villagers in the meantime. Sadly, she has no chance to free her family: they have not been kept near her and she does not have the time to find them.
After a dangerous journey in the Underdark, during which she is forced on several occasions to defend herself in the hostile and unfamiliar environment (risking her life, but also honing her fighting skills), she manages to lead the freed villagers to the surface, then back home. But she decides not to rebuild the burned home of her family. What would matter to her a house, without the family that lived there with her?
She chooses to put to good use her newfound talents instead: she will live free, as an adventurer, she will satisfy the curiosity of the world that, after all, she has always had and will also, when possible, help the defenseless... for deep is her sorrow for not having been able to free her family. She will, one day, go back to the Underdark and free her family, among other unfortunate drow slaves.
NOTE: I will of course not cause trouble for any drow player characters... Khessa will be wary of them at first, but will eventually judge them based on their actions, not their race. Indeed, over time she might even be impressed if she met a drow who was able to free themselves from the typical ways of their race.
This was the backstory for a level 1 Khessa... Since she begins this campaign at level 3, she will have had some other adventure in the meantime, in the course of which she will have begun to penetrate the secrets of the spellbook she stole, thus starting to progress as a Fighter / Wizard.
Khessa is a solar beauty: tall, well proportioned, with tanned skin and blond wavy hair. Her deep blue eyes used to shine with intelligence and curiosity, but now there is a shadow of sadness in them.
Perhaps also due to the period of drow imprisonment suffered, Khessa loves freedom very much (a characteristic phrase of hers is "I'm Khessa, I'm free as the blowing wind")
Khessa is fascinated by mystery or arcane (partly because she got to experiment first-hand the advantage that a drow spellcaster gave to the drow raiding party, partly because she has always been curious)
As already explained in the backstory, Khessa has had very bad experiences with the drow. She often thinks: "I'll show the drows the same mercy they have shown me". Now ... she will not kill peaceful drow on sight, of course, but she will be quite wary of every drow ... and she will show no mercy to an unpeaceful drow-or to a slaver. Her ordeal in the Underdark has also left her with a certain fear of total darkness.
Khessa will do whatever it takes to free her kidnapped family from the drow (she will not go back to underdark alone to get uselessly killed... because if she gets killed, her family will be doomed to life-long slavery. But she will always keep her goal in mind - trying to get information, win allies, or improve herself until she is able to go).
As far as the role in the party is concerned, you can think of Khessa as an Eldritch Knight more magic-oriented than usual. She is usually perfectly capable of fighting on the front line and the 'more magic-oriented' tendency can allow her to bring some versatility - even more so if she can get clues in advance about the challenges to face, since, being part wizard, she can come to know, over time, a great variety of spells (of the levels she can cast, of course) so, if she has an idea of the challenges to face, she can prepare the most suitable ones for the situation. Obviously, however, she cannot outclass a pure wizard of the same level in terms of magic - a pure wizard will have more (and more powerful) spells at their disposal, while Khessa makes up for this by usually fighting in melee, saving her spells for when she faces emergencies or difficult situations.
Character Name and Pronouns: Lorroch
Character Race and Subrace: Elf (Shadar-kai)
Character Class and Subclass: Rogue Soulknife
Character Background and Backstory: Faction Agent (feat: Dungeon Delver). Lorroch works as an assistant in a small shop, The Steady Oak, that is a cover for a Harper safehouse. He occasionally disappears from the shop on missions for the Harpers when his talents are need. He is especially fond of delving into lost ruins or dungeons to retrieve lost artifacts that the Harpers want to keep out of the wrong hands. These delves help break up what he sees as the monotony of the everyday life of running a shop. His mentor and the shop's owner, Grimbald Rusk, often chides him for his impulsiveness and adventure seeking; but always lets him go with a resolute sigh when the need arises. During the trips into ruins, Lorroch always keeps an eye out for an interesting trinket or two that he can add to his area of the shop that many of the frequent customers refer to as Lorroch's Oddities.
Character sheet: https://www.dndbeyond.com/characters/125507389 I went with standard array for ability scores for now, let me know if you prefer rolled or point buy. I'm thinking of maybe a uncommon magic crossbow and maybe regular studded leather armor and a cloak of many fashions for the common ones.
Personality and Roleplay: Lorroch is easygoing, skill monkey that is always willing to lend his party members a hand when they need it. He is curious and has a strong sense justice and balance for the world he lives in.
Character Name, Pronouns, and Race: Sylbella lómë (she/they), the Astral Elf.
Character Class and Subclass: Two levels of druid (circle of stars) and one level of cleric (twilight domain).
Character Background: Astral Drifter.
Character Backstory:
Sylbella Iómë was born in the serene, timeless expanse of the Astral Plane, known to its inhabitants as the Silver Void. This realm, devoid of time's grasp, was home to a society of elves who sought to be closer to the divine essence of the multiverse. The Silver Void’s unique environment imbued them with an ethereal spark, manifesting as a starry gleam in their eyes and granting them extraordinary longevity.
From a young age, Sylbella exhibited a profound connection to the celestial forces of the Silver Void. Unlike other astral elves, who either fell into contemplative seclusion or pursued endless exploration, Sylbella found herself drawn to the stars and the mysteries they held. Her nights were spent gazing into the cosmic expanse, meditating on the constellations, and seeking to understand the divine energy that pulsed through the Astral Plane.
Centuries passed in peaceful study and exploration until one fateful night, Sylbella received a vision. As she meditated under a particularly brilliant constellation, the stars themselves seemed to shift and coalesce into a vivid image. Celestian, the god of stars and wanderers, appeared before her. Known for his dominion over the cosmos and his guidance of those who travel the multiverse, Celestian chose Sylbella as his emissary.
In this divine vision, Celestian revealed a dark figure, shrouded in malevolence, casting a ritual. The vision showed the catastrophic consequences of Vecna's success: a multiverse plunged into eternal darkness and despair.
Celestian, recognizing Sylbella's deep connection to the celestial forces and her potential to impact the multiverse, granted her divine powers. With his guidance, Sylbella was tasked with preventing Vecna’s ritual and preserving the balance and light of the multiverse.
Ability Scores:
Second set:
Character Sheet: https://www.dndbeyond.com/characters/125551042/I3bNPl
Currently DMing:
Sorry, disregard. Best I pull my application...
How are rolls being done? I'm seeing different ways of rolling in use already...I've always got specific character ideas in mind... But I also enjoy having to build to fit and option 2 is more unusual so let's do that one!About Yourself: I first played D&D back, back, back in the mid '80s. Back when there was actual dungeons. Actual dragons. And we walked uphill to school in the snow. Yadda yadda yadda I fell away from playing and the world moved on. Then the pandemic and the world came to a screeching halt, more or less. Typical story I suppose - Being stuck at home meant watching a lot of TV and streaming, which led me to finding Critical Role, which piqued my interest for D&D once more, which led to me finding Beyond. I have been heavy into PbP ever since - it really fills my need for D&D, writing and my innate hermit-ness.I have a tendency to play the lovable scoundrel type - The rogue with a heart of gold kind of thing. I often do this via Bards with a tendency for cards and larceny but who mostly target those who can afford it. My Bards tend to be more talky than singy though as I tend to chatter on but I am actually not much of a music buff. My "ideal" Bard would really be based off Chaucer in A Knight's Tale. However I have no problem playing other roles... My longest running PbP has me playing a grumpy, gruff Fighter who isn't much for words, one of my favorites was also a female warlock who normally was a backline sniper but had a habit of sniping at the mighty and powerful and getting the group into situations...Out of this game I would hope to get what I am always hoping to get - A group of individuals coming together to create a fun story together. A group that can hopefully last for years and roll with the punches. A group that enjoys the failures as much as the triumphs... Getting some high level play in would be a nice added bonus since, unfortunately, most games do not last long enough to get there...Writing prompt: Oh! This is hard without having a specific character in mind. Is it a cocky bard who will try to philosophize and debate with Vecna? The direct and headstrong fighter who will shout out a battlecry and dive in with maul swinging to crush the foe? The quiet and demure druid who will try to melt into the background hoping not to be noticed as they cast their control spell hoping to quietly give their party members an edge?"When are you gonna learn that people will like you for who you are, not for how you can crush them?" Mulligan asks with a wry grin on the side of his face. "Well, in your race for power and glory, you forgot one small detail..." Mulligan waits. Patiently. Staring directly at Vecna and maintaining eye contact, he waits. Hopefully the other members of his party are using this long, stretched out moment to ready their own attacks and such but Mulligan just waits..."Really? Nobody knows?" Mulligan finally asks in a practiced stage whisper as he quickly looks to the others. It was apparent that none of them did. Mulligan lets out an exaggerated sigh before he finally finishes..."You forgot to hook up the doll..." Really? Nothing but confused looks from everyone? Everyone?? C'mon! This is from a classic. A classic!!Once the look of utter confusion and contempt hits Vecna's face Mulligan knows he won the extra moment that the party needed! The bard lifts his left hand, an opened pouch sitting atop the uplifted palm spilling out it's contents of ruby dust even as he shouts out backwards arcane words which rhyme in the most disturbing way, the culmination of all these actions resulting in an invisible cube shaped prison of magical energies forming around and entrapping Vecna within it's confines. Mulligan's initial words may have been nonsense stolen from a movie that is yet to even be conceived but they succeeded in giving his villain just enough pause to allow the bard the extra moment he needed to ensnare him in a Forcecage and hopefully prevent the lich from casting any spells for a few moments while the party destroys his Ultra Super Laser of Doomsday!((I don't always steal from or paraphrase movies like Weird Science... but depending on the character and the campaign I do sometimes find it brings some levity and humor to do so. *shrug*))Character concepts: I would submit the following concepts I often dip into, and kind of mentioned above...The Talker - a character as likely to talk the group into trouble as out of it. Charismatic and charming but not necessarily the wisest. This could be a Bard of most any flavor or even a Sorcerer with a smug streak or a high charisma rogue. Fun to have around even if you know you may end up needing bail money because of them.The Reserved Powerhouse - Shy and unassuming, she usually is in the back of the party wanting to fade into the background. When things get nasty though she cuts loose and makes them even worse... For someone. Probably a spellcaster. Quiet and unsure of herself until pressed to the wall...Warrior Priest - He believes what he believes and is willing to smash your head in to show you the light! Probably a Half Orc or Goliath or such, a mix of Cleric and Fighter levels. They kick ass in the name of the higher powers... But they're not there to coddle or baby you. You want a heal? Earn it by killing those who stand against us!Another application: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/197975-vecna-nest-of-the-eldritch-eye-recruitment?comment=44Play example: https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/143701-peacekeepers-of-northmorrah?comment=6 & https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/143701-peacekeepers-of-northmorrah?comment=1298Out of fairness I will admit, I have a tendency to post up or down to the thread... I prefer when everyone is writing a lot and providing hooks for others to bounce off on and so on and try to write up to it when they are doing so... But when others are just posting one or two lines and some dice rolls I fall down to that level as well.
Name: Jack Mortmaigne (He/Him)

Race: Human (Variant)
Class: Warlock (Archfey)
Background: Criminal (Scoundrel)
Backstory: He was definitely lost now. The young boy was playing hide and seek with his friends at the Smiling Fox orphanage in Neverwinter and had hidden himself among the thick green bushes in the far corner of the orphanage's backyard. He had soon found himself in a misty forest and instead of trying to find his back to safety his curiosity had spurred him on, taking him deeper into the mystery.
Even though lost, not being one to despair, the young boy kept walking, still amazed over this mysterious forest. Soon he heard soft music which drew him to a misty glade where faries danced and pranced. "Welcome boy, we've been expecting you for some time now." A feminine voice behind him spoke softly. The boy turned and his green curious eyes looked up at the most beautiful elven maiden that smiled warmly at him.
Young Jack returned to his game of hide and seek, but not before being introduced into the deeper mysteries of the orphanage and it's benefactors of the Feywild. As he eventually reached adulthood, Jack left the orphanage to carry out his patron's wishes in the Realms, opposing tyranny and cruelty with trickery and ridicule, using his faery magic to assume the identities of the most despiccable nobles and other people of power to prank them and relieve them of wealth enough to keep the orphanage safe and himself with good wine and other of life's necessities.
Jack Mortmaigne's Character Sheet
Jack is an easy-going fellow who enjoys the best in life when he can afford it and loves the thrill of adventure and the chance to trick and ridicule those of power. He would not pass up a chance to trick what could be the most pewerful entity of existence. He would supplement a team with charm and social skills, deception through guile and illusions, thievery by tools, scouting with his (mostly) loyal sprite companion Ariel, and when the going gets tough, green crackling eldritch blasts from behind the front line, quite possibly far behind the front line. ;-)
Name: Asha Fangyuan
Race: Wood Elf
Class: Monk of the Open Hand
Level: 3
Uncommon: Bag of Holding 2 common: Potions of Healing
https://www.dndbeyond.com/characters/125559591
Character Background and Backstory:
Folk Hero -- Even at an early age, Asha acted to protect those needing protect -- children versus bullies, merchants versus thugs... no advesary was too big that Asha would not step up if called upon. True, there were times when he was badly beaten but he never gave up. His resolve became legendary (at least in his small village). Word spread and one day, a message came from the monastery... Asha was being summoned 'to be tested.'
Short long story - Asha spent a good decade training at the monastery and once considered 'properly trained', he was tasked to go forth and 'do good.'
I would love to be a part of this. I started D&D in the 80’s and I have played 5e and Pbp for many years.
Growing up in the cathedral, Seraphina was trained by the clergy and paladins of her order. She learned the ways of the sword and the intricacies of divine magic. The clergy taught her the importance of justice, mercy, and protecting the innocent. She excelled in her studies, driven by a deep sense of purpose and a desire to rid the world of evil.
When Seraphina was still in training, a dark shadow fell over her homeland. Rumors spread of an ancient evil amassing an army of undead. Villages were razed, and innocent lives were lost. Seraphina’s village was among those destroyed, her parents killed in the attack. This tragedy solidified her resolve to fight against the darkness and protect the helpless.
Upon completing her training, Seraphina took her sacred oaths and was granted a vision by her deity. In this vision, she saw herself standing against a horrible evil, a beacon of light in a sea of darkness. Her path was clear—she was destined to face this ancient evil someday and in the meantime she would hone her body and mind in preparation.
Seraphina proudly wears her Amulet of the Devout inscribed with the emblem of Torm.
https://www.dndbeyond.com/characters/125594146/gFpkz3
Standard Application
Character Name and Pronouns: Kit (Lady Kitiara, First Daughter of House Skye), She/They/He (in order of preference)
Character Race: Half-Elf (of High-Elven descent)
Character Classes: TBD (some combination of Rogue and/or Ranger multiclassed with Bard)
Background: Runagate (PHB Custom Charlton/Noble)
Backstory: A quarter hour older and a boy. It doesn't seem like much. But to the [whatever noble title the DM thinks appropriate] and [female version of same] of Skye, it meant everything. Lord Arik of Skye, Heir Apparent, was doted upon by his parents, provided with the best tutors, and given every opportunity to flourish.
In cold comparison, Kitiara of Skye had one purpose and one purpose alone, an arranged marriage to cement a political alliance and produce scions that would secure her family and her brother's position long after her parents were gone.
Burdened by the pressure of his position, Arik took to the life of an entitled rake in a futile attempt to lower his parents' expectations, while his sister became the rebellious gamine in a desperate bid for attention. Neither tack worked.
It wasn't until they were older, when an increasingly recalcitrant Kitiara started forcing her way into Arik's lessons, started besting him at his studies, that their parents took notice of Arik's shortcomings. Instead of lowering their expectations, they encouraged the rivalry to shame him into working harder.
It broke their relationship.
Without even her brother to lean on, Kitiara felt more isolated and desperate than she ever had before. And so, the night before her wedding, Lady Kitiara of Skye packed a bag and slipped away...never to be seen again.
A few weeks later Kit turned up on the streets of [city TBD based on the campaign setting], where they have since made a name for themselves as a Jack-of-all-Trades, street performer, and adventurer-for-hire.
Character Description: Kit's slim build, short brown hair, and Elvish features all lend a hint of androgynous beauty to her appearance, a look that she willfully cultivates though her insistence on wearing the current fashions of a male courtier. Her height lies somewhere in that strange confluence between tall human women, short human men, and average Elves (about 5'7"/170cm). She has piercing blue-grey eyes.
Character Sheet: WIP
Personality and Roleplay: Kit's skill set is broad but superficial, born more of education than practical experience. As a result, she's an excellent "back up" to the party's primary arcane caster, healer, or rogue.
In terms of personality Kit is self-confident, audacious, and independent; which can sometimes lead to recklessness. She carries a strong sense of noblesse oblige and has a soft spot for children in particular. She has little regard for authority but a strong moral code. Kit views most enchantment magic to be a violation worse than necromancy because it deprives its targets of their free will.
Alternate Character Ideas:
Already so many wonderful applications! I can tell this is going to be absolutely agonizing to choose the group.
Because I am an idiot, I forgot to specify what method you can use for ability scores: You can roll your scores here in this thread, re-rolling ones always.
If you do not like your first set, you can discard and roll a second time, but once you discard the first one, you must use the second one.
Anyone who generated stats through various methods other than this, would you please add the necessary rolls to your post and use those instead for your ability scores.
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Ellora the Romantic Rookie
Check out my EXTENDED SIGNATUR (hasn't been updated in forever, fyi) and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Alrighty, I’ll do the rolls and then update my character sheet accordingly.
Ability scores: 11 13 17 8 14 15
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Hmm, not sure why it's giving me the manipulated rolls flag since I didn't go back and edit the post. Regardless, I'm going to roll again since those scores are a bit bland even if they're good
Ability scores: 13 13 13 15 11 17
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ability scores: 17 15 14 10 16 13
Yikes, those are atrocious! Should've stuck with the first one, but I guess that's what happens when you tempt the dice gods. I like having ability scores that have some high scores and some low scores. It makes the character feel more real since they have some strengths and weakness. Having all the scores very similar to each other makes the character feel bland in my opinion. Oh well, guess I'll be stuck with the second set T.T
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ability scores: 16 17 12 16 9 12