The origin of Dragon’s Rest is rooted in the ancient conflict between the good metallic dragons—gold, silver, bronze, brass, and copper—and the evil chromatic dragons—red, blue, green, black, and white. Ages ago, metallic dragons imprisoned a rampaging red dragon beneath the ocean floor. But the red dragon’s fury caused the undersea volcanic activity that formed Stormwreck Isle, the island on which Dragon’s Rest stands.
The imprisoned dragon’s powerful magic has left a permanent mark on Stormwreck Isle. That magic draws other dragons to the island, making it a recurring battlefield. The spiritual scars of dragons who have died there give rise to monsters and unpredictable magic—and this is where the adventure begins!
Hey all, I'll be running this campaign leading into Dragons of Stormwreck Isle. Here's what you need to apply:
Class (starting @ Lv.1 & future multiclass):
Background:
Species:
Abilities (either Point-Buy or roll for stats, re-roll 1's):
Class: Fighter (plan to subclass into Battle Master)
Background: Noble
Species: Silver dragonborn
Abilities: 9121316916
Backstory: Koya hails from a noble family sworn through family bonds to aid in the protection of Dragon's Rest and the Stormwreck Isle. Tradition states that the first born in their family inherits, and the second is responsible for the oath of the family. As the second born of their siblings, they were trained throughout their childhood with the expectation that they would one day join the fighting on the Isle. They take their duty seriously almost to a fault and relish in the stories of their ancestors' contributions to the history of the Isle. Although Koya had a childhood focused on combat training, they are very sheltered, and are looking forward to their chance to prove themself for the first time.
Class (& future multiclass): Rogue (Phantom subclass)
Background: Criminal / Spy
Species: Shadar-kai
Abilities (either Point-Buy or roll for stats, re-roll 1's): 14914151516
Backstory: Kaelen hails from the Shadowfell, where he grew up in service to the Raven Queen. Raised in her shadowy domain, he was trained as a spy and assassin, carrying out tasks that would ensure the balance of life and death was maintained. Kaelen's dedication to the Raven Queen's doctrine drove him to master the arts of stealth and deception, allowing him to slip through the shadows and gather the secrets of both the living and the dead.
Despite his unwavering faith and loyalty to his Queen, there is also an inexplicable, seemingly instinctual compulsion within him—a compulsion to take that which is valuable. This uncontrollable need to steal haunts him, leaving him questioning his own motives and the possible reasons behind these urges. Perhaps it is a fragment of a past life or a remnant of the Queen's mysterious influence.
On a mission to the Material Plane, Kaelen encountered whispers of Stormwreck Isle, a place said to be steeped in ancient magic and dragon lore. The island's reputation for mysterious occurrences and the lingering presence of powerful draconic spirits piqued his interest. The Raven Queen had guided him here with a purpose: to uncover and secure relics or knowledge that might tip the balance between life and death, preventing them from falling into the hands of those who would misuse such power.
Bert, Baldur Gates most mediocre bard, overheard tells of the isles while playing a tavern show some weeks back. He began to imagine the tales and lore that still lay hidden there. After weeks of nagging his professor at college his professor finally gave in and decided to sponsor him for a research trip of the isles. Now with a heart full of hope and a head empty of tales he has set off looking for inspiration that may help raise him from the humdrum of mediocrity.
Malachite first saw the surface in chains, having been captured by undersea pirates and taken to Melvaunt to be resold in the Livestock Pen. After taking part in a breakout with some other slaves, aided by sympathetic citizens, he made his livings on the streets through trickery and con-artistry, along with the occasional scuffle for gold and food. Fearing his past would eventually catch up with him, he grabbed the chance when he heard rumours in the city's underworld of a caravan taking escaped slaves away from the Moonsea region and up the Sword Coast to free lives in the north. However, after having travelled to the coast and getting aboard the ship, it ran afoul of sea serpents and turbulent weather before reaching Neverwinter, and Malachite was washed overboard, drifting ashore on Stormwreck Isle.
Classes, species and background would all be 2024 versions (except Blood Hunter obvs). Also requesting access to the following expanded rules content: Elven Accuracy (Feat). Magic Stone (Cantrip).
I put a pause on DMing (and DnD in general) shortly before the 2024 rulebook came out. As I'm still unfamiliar with the changes, I'll be using 2014 format.
Abilities (either Point-Buy or roll for stats, re-roll 1's): In post I've replied to.
Backstory: Born to Half-Elven parents on a port village, in the heart of a storm, Callum's pale skin and ashen-white hair had always set him aside from his peers, and imparted upon him the delusion notion that he was meant for greatness. The calling of adventure and exploration had drawn him most of his life, and for a port-born kid like himself, that meant only one thing: the Ocean. Having grown up surrounded by seafarers for most of his life, the boy fell madly in love with their stories, and wanted nothing more than to bear some of his own. One man in particular — and his crew — had stood out from the rest: Captain Leon Attar. Equal parts charming, superstitious and intense, the middle-aged man swept people off their feet left, right and centre, and Callum knew, this was the place to be.
After literal years of asking, he'd finally convinced both parents and crew alike, and was taken on a few trial voyages, learning everything he could be taught. There, he'd made a strange discovery: most of the crew had been comprised of Paladins — not-so-divine champions, of... peculiar morality, who respected only ends, force and the willingness to apply boot to necks to get what they wanted.
Entirely enamoured by their might and the way they carried themselves, Callum trained under their guidance, and by the time the faintest amount of holy power had emerged within him, he'd been given a knife, some very hot coals, and a job: To brand himself, on his shoulder, with the tenets he was to live by, when the time came. Douse the Flames of Hope. Rule With an Iron Fist. Place Strength Above All.
Having finally earned the crew's trust, the Seafarer was given his true initiation: To make a name for himself, and return worthy of sailing the Fools' End.
This post has potentially manipulated dice roll results.
Kuhkay Fleetfoot, Harengon monk
Ability scores: 121417161514
Background: Urchin
Backstory:
Kukhay was born in the fey-wild. On a visit to Faerun, he became separated from his family, and ended up in Waterdeep by himself. In Waterdeep, he fell in with a gang of kids who survived via petty theft, stealing food and little trinkets from merchants, residents, and visitors. This gang, known as the Crumbsnatchers, mostly worked in the Field Ward, but would ply their trade in the Sea Ward, and occasionally the North Ward. Kuhkay liked to wander out of Waterdeep into the forests east of town. He enjoyed the tranquility of the forests as a nice break from the hustle and noise of Waterdeep. On one of his trips into the forest, he met a woman named Danvien who lived alone in a cave. She appeared to be in her 40s, and lived sparsely. Kuhkay would sometimes bring her sweets from town, and gradually became friends with her. Danvien had light brown skin, with white hair, white freckles and dark eyes (she is an Aasimar). Danvien would tell him stories about the history and nature of the Sword Coast, and share with the young harengon the bounty of the forests, berries, nuts, and animals that she collected. Back in town, other people were curious about her, with various stories circulating about the mysterious hermit. Some claimed she as a demon in disguise, others claimed that she was a princess, exiled from a distant land; others claimed that she was a member of the Harpers, here to spy on the Lords of Waterdeep and bring back Neverember as the Open Lord. Many of the stories also claimed that she had untold wealth hidden in her cave.
One day, Kuhkay overheard a rival gang talking about going out to the cave and robbing Danvien, possibly killing her. The young harengon headed out to the cave to try and warn the woman, and protect her. When Kuhkay got there, Danvien wasn’t in the cave, so he decided to stick around for her return. The rival gang showed up before she did. Kuhkay told them to get lost, and wouldn’t let them into the cave. They started beating him up, and Danvien showed up right after the fight started. Rather than Kuhkay saving her, Danvien, a monk, saved Kuhkay. The young harengon spent several days staying in the cave and being slowly healed by Danvien. During this time, the woman began to train him in the ways of monks. After he was healed and returned to town, he continued to make visits to the cave, where Danvien continued to train him as a monk.
One day, Kuhkay showed up at her cave and found Danvien gone. A note was left behind for him, saying that an old enemy had resurfaced and was a threat to all she held dear. Danvien had headed out to confront this unnamed enemy. Kuhkay began to spend more time at the cave and began to plan a trip to try and track Danvien down, and help her with the old enemy. Another group showed up at the cave, intent on finding the Danvien’s treasure, including the son of a Waterdeep noble. Kuhkay was able to drive this second group off by himself, but, the son of the noble was killed in the process. He stayed in the cave for several days, resting and healing himself. But, before he returned to town, Ekasha, one of the other Crumbsnatchers showed up. She told him that the Noble had put a price on Kuhkay’s head for killing his son. Kuhkay fled the area to protect his hide from the bounty. He is looking for Danvien, with thoughts of finding a way back to the Feywild in the back of his head.
This post has potentially manipulated dice roll results.
Ability scores: 12131016159
Class (starting @ Lv.1 & future multiclass): Wizard
Background: Sage
Species: Halfling
Backstory: Meet Herbert Greenthumb. A happy natural explorer. He is excited by rocks, plants, bugs and everything there is to be found in nature. Since he was little, he annoyed his parents by bringing home various bugs and other critters. Even if little annoyed, parents saw potential in him and sent him to various places of learning just to feed his curiosity. During this educational journey he picked up some spellcasting too to aid in his discoveries. He is now a fully grown (even if tiny) halfling man and he has heard about this new volcanic island. He got some funding from the local library and is on his way to Stormwreck Isle to document its flora and fauna. He want's to be the first to write a comprehensive review of the islands ecosystem.
Intro to Stormwreck Isle
-Archie
Ability scores: 15 11 11 13 13 15
will you use the 2024 rules?
Ability scores: 14 16 15 10 16 11
Hello! Would we be starting at level one?
Name: Koya
Class: Fighter (plan to subclass into Battle Master)
Background: Noble
Species: Silver dragonborn
Abilities: 9 12 13 16 9 16
Backstory: Koya hails from a noble family sworn through family bonds to aid in the protection of Dragon's Rest and the Stormwreck Isle. Tradition states that the first born in their family inherits, and the second is responsible for the oath of the family. As the second born of their siblings, they were trained throughout their childhood with the expectation that they would one day join the fighting on the Isle. They take their duty seriously almost to a fault and relish in the stories of their ancestors' contributions to the history of the Isle. Although Koya had a childhood focused on combat training, they are very sheltered, and are looking forward to their chance to prove themself for the first time.
Character Sheet: https://www.dndbeyond.com/characters/132603600
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
Edit: Different character since it's 2014 rules
Name: Kaelen Shadowstride
Do you allow homebrew and dwhat kind of partnered content. Milestone or EXP? Encumbrance or no? Hit Point Type? Which optional features?
Zero in Lost Mine of Phandelver
Squall in Stormwreck Isle
Bert
Bard college of lore
Entertainer
Human variant
Bert, Baldur Gates most mediocre bard, overheard tells of the isles while playing a tavern show some weeks back. He began to imagine the tales and lore that still lay hidden there. After weeks of nagging his professor at college his professor finally gave in and decided to sponsor him for a research trip of the isles. Now with a heart full of hope and a head empty of tales he has set off looking for inspiration that may help raise him from the humdrum of mediocrity.
Ability Scores: 10 15 10 15 11 13
Name: Malachite
Class: Fighter (Warlock and Blood Hunter)
I put a pause on DMing (and DnD in general) shortly before the 2024 rulebook came out. As I'm still unfamiliar with the changes, I'll be using 2014 format.
-Archie
Yes, sorry. Should've put that in the OP.
-Archie
Homebrew is allowed, just nothing too extreme. Also, pass it by me first.
I'm all for homebrew, but I don't want anything that'd de-rail the campaign (I myself have done that twice XD)
-Archie
Ability scores: 13 16 14 15 17 14
Squall
Air Genasi
Monk (Sun Soul)
Acolyte
Backstory: Squall wanders the world helping people in need. His travels have taken him all overthe world and he has learned much from his travels.
Zero in Lost Mine of Phandelver
Squall in Stormwreck Isle
Ability scores: 15 14 15 12 17 17
Why did my dice rolls change?
Zero in Lost Mine of Phandelver
Squall in Stormwreck Isle
Name: Callum Veles
Class (starting @ Lv.1 & future multiclass): Honestly unsure with stats this good. Mainly Paladin (Conquest) — Maybe a Warlock dip (Genie might be fun) and/or maybe a Sorcerer dip instead (Divine Soul, Storm Sorcery, or Lunar Sorcery, even, if allowed)
delusionnotion that he was meant for greatness. The calling of adventure and exploration had drawn him most of his life, and for a port-born kid like himself, that meant only one thing: the Ocean. Having grown up surrounded by seafarers for most of his life, the boy fell madly in love with their stories, and wanted nothing more than to bear some of his own. One man in particular — and his crew — had stood out from the rest: Captain Leon Attar. Equal parts charming, superstitious and intense, the middle-aged man swept people off their feet left, right and centre, and Callum knew, this was the place to be.After literal years of asking, he'd finally convinced both parents and crew alike, and was taken on a few trial voyages, learning everything he could be taught. There, he'd made a strange discovery: most of the crew had been comprised of Paladins — not-so-divine champions, of... peculiar morality, who respected only ends, force and the willingness to apply boot to necks to get what they wanted.
Entirely enamoured by their might and the way they carried themselves, Callum trained under their guidance, and by the time the faintest amount of holy power had emerged within him, he'd been given a knife, some very hot coals, and a job: To brand himself, on his shoulder, with the tenets he was to live by, when the time came. Douse the Flames of Hope. Rule With an Iron Fist. Place Strength Above All.
Having finally earned the crew's trust, the Seafarer was given his true initiation: To make a name for himself, and return worthy of sailing the Fools' End.
Kuhkay Fleetfoot, Harengon monk
Ability scores: 12 14 17 16 15 14
Background: Urchin
Backstory:
Kukhay was born in the fey-wild. On a visit to Faerun, he became separated from his family, and ended up in Waterdeep by himself. In Waterdeep, he fell in with a gang of kids who survived via petty theft, stealing food and little trinkets from merchants, residents, and visitors. This gang, known as the Crumbsnatchers, mostly worked in the Field Ward, but would ply their trade in the Sea Ward, and occasionally the North Ward. Kuhkay liked to wander out of Waterdeep into the forests east of town. He enjoyed the tranquility of the forests as a nice break from the hustle and noise of Waterdeep. On one of his trips into the forest, he met a woman named Danvien who lived alone in a cave. She appeared to be in her 40s, and lived sparsely. Kuhkay would sometimes bring her sweets from town, and gradually became friends with her. Danvien had light brown skin, with white hair, white freckles and dark eyes (she is an Aasimar). Danvien would tell him stories about the history and nature of the Sword Coast, and share with the young harengon the bounty of the forests, berries, nuts, and animals that she collected. Back in town, other people were curious about her, with various stories circulating about the mysterious hermit. Some claimed she as a demon in disguise, others claimed that she was a princess, exiled from a distant land; others claimed that she was a member of the Harpers, here to spy on the Lords of Waterdeep and bring back Neverember as the Open Lord. Many of the stories also claimed that she had untold wealth hidden in her cave.
One day, Kuhkay overheard a rival gang talking about going out to the cave and robbing Danvien, possibly killing her. The young harengon headed out to the cave to try and warn the woman, and protect her. When Kuhkay got there, Danvien wasn’t in the cave, so he decided to stick around for her return. The rival gang showed up before she did. Kuhkay told them to get lost, and wouldn’t let them into the cave. They started beating him up, and Danvien showed up right after the fight started. Rather than Kuhkay saving her, Danvien, a monk, saved Kuhkay. The young harengon spent several days staying in the cave and being slowly healed by Danvien. During this time, the woman began to train him in the ways of monks. After he was healed and returned to town, he continued to make visits to the cave, where Danvien continued to train him as a monk.
One day, Kuhkay showed up at her cave and found Danvien gone. A note was left behind for him, saying that an old enemy had resurfaced and was a threat to all she held dear. Danvien had headed out to confront this unnamed enemy. Kuhkay began to spend more time at the cave and began to plan a trip to try and track Danvien down, and help her with the old enemy. Another group showed up at the cave, intent on finding the Danvien’s treasure, including the son of a Waterdeep noble. Kuhkay was able to drive this second group off by himself, but, the son of the noble was killed in the process. He stayed in the cave for several days, resting and healing himself. But, before he returned to town, Ekasha, one of the other Crumbsnatchers showed up. She told him that the Noble had put a price on Kuhkay’s head for killing his son. Kuhkay fled the area to protect his hide from the bounty. He is looking for Danvien, with thoughts of finding a way back to the Feywild in the back of his head.
Ability scores: 12 13 10 16 15 9
Why did my dice rolls change?
It rerolls when you edit the post.
Seems like we have enough people to start this now.
Link to campaign: https://www.dndbeyond.com/campaigns/join/59267514263753223
New Thread link: Stormwreck Isle - Play-By-Post - D&D Beyond General - D&D Beyond Forums - D&D Beyond (dndbeyond.com)
-Archie