Hello there! This is a fully original campaign that I have had in the back of my mind for a very long time. The campaign lore is pretty extensive, but the actual campaign quest is almost a complete sandbox, as there is no set-in-stone 'quests' besides the first one. The campaign will be a mix between combat, roleplay, and (optionally) political intrigue. This is my first fully homebrew campaign, so please bear with me on that. Unfortunately, I will have to say that this campaign would not be good for first-time players, or even for players with very little experience. That being said, you don't need to have much experience to play, as the gameplay will not be overly complex or advanced. The campaign will start at level 5, milestone-based levelling.
Campaign Background (please read, in a spoiler for length of post):
For hundreds of years, the coastal kingdom of Tyrian prospered beyond any other kingdom in the country. Though Tyrian was a small country, its progression in combat technologies, along with violent magic, meant that it had no fear of the surrounding kingdoms. The poorest man in Tyrian would be the envy of some successful merchants and traders in other countries, and the royalty were the envy of all the surrounding kingdoms. The kingdom had a constant outpouring of goods of all kinds, yet very little inflow. Traders who traveled through Tyrian were frustrated, for inevitably, someone in Tyrian would be selling the same product at a price that was impossible to match, let alone beat. As a result, Tyrian became a rather isolated country, for those who lived there had no reason to leave, but those from other countries had no reason to visit. Traders would occasionally leave Tyrian to sell their goods at higher prices in markets around the world, but they provided nearly the only travel.
After a few centuries, the source of Tyrian's success was discovered by the divination magic of the mages of the Obsidian Tower, who were envious of the power of their rival guild in Tyrian. Their success stemmed from the fabled Isle of Plenty. Legend says that the Island travelled around the ocean, every morning vanishing into mist and restoring itself elsewhere in the sea. The mages in Tyrian had succeeded in hijacking the magic of the island to pin it in the sea off the coast of Tyrian. The island, which was already bursting with natural resources, would fade into mist and reappear in the same location each day at dawn. The kingdom would then strip the island bare before evacuating it and waiting for it to regenerate. The kingdom thus had an inexhaustible supply of wood, food, and stone, and the royal family would make sure that each citizen had a base level of prosperity from which to expand.
The Obsidian Tower quickly decided that the best way to destroy Tyrian would be to remove the island from the picture. The country had come to rely completely on the island, and so the Tower believed they could collapse the country simply by removing the island, without ever having to attack the country. So they devised a plan. An hour before midnight, when the island had been evacuated, the mages came to the island, located the spells that were keeping it in place, and destroyed them. The mages, who were in a hurry, failed to notice the protective counter-enchantments that the island had natively. The island suddenly shrank, down until it was a total of about 20 feet across, and turned to solid stone. As the surprised mages found themselves on the tiny island, it exploded, scattering fragments over the entire continent.
The mages were killed by the explosion; however, they very nearly accomplished their aim. The country of Tyrian nearly collapsed from the lack of the island. However, the royal family emptied their treasury and sold much of their land to save the country's economy. Tyrian went from the most prestigious country to near the most destitute, but it survived. Now, nearly 200 years after the island disappeared, the king has sent out a group of adventurers to gather the fragments of the island, to restore Tyrian to its former glory.
Applications, please use this format.
Character Name:
Class/Subclass:
Species:
Backstory: {Note, your characters are starting at level 5. They are fairly seasoned adventurers being hired for their adventuring prowess. No 'level 1' backstories.}
Ability scores: (Reroll 1s once, std array if unhappy with results.)
(Will the chosen players be a party who have been adventuring together already, or will this particular adventure be the first time these particular adventurers are meeting each other?)
Ability scores: Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section. Dice rolls not yet available for this section.
She was a pretty successful merchant with her own travelling cart. With her positive energy, fun and chaotic personality, and quick tongue, she could sell almost anything to anyone! One day, she bought a ring off of an old man, the red gemstone on the ring having a fire-like aura about it. One night in her tent, she was checking her new items and her profits as she did every night. When she was checking out the ring in question, she accidentally caused it to suddenly glow, and with a fiery force, a big female Efreeti Genie immerged from the red gemstone of the ring. The genie smiled and laughed when she immerged. Halo was initially confused and scared, but the genie reassured her that she was in no trouble. The Genie revealed herself to be of the name Jeluullah, and told Halo about how she was perceived as evil (She isn't) by that old man and was trapped by him in the ring, but at this point, the man grew senile and didn't realize that he sold the ring. Jeluullah tells Halo about how she's been feeling lonely and wants a friend that doesn't think she is hell-spawn. after a lot of chatting and casual banter and laughter, Halo and Jeluullah practically became besties, especially since they had very similar fun personalities! After a while, Halo mentions that as a child, she had dreamed of becoming an adventurer, and Jeluullah gets an Idea! As long as Halo keeps the Red Ring and remains friends with her, She'd give her some magical abilities so she could actually become an adventurer! After a few moments of thinking, she agrees and the pact was formed! The Red Ring acting as the "lamp" in question, Halo, and her possessions have the ability to be stored inside, protected by Jeluullah, so she won't even have to worry about missing her cart or merchant things! The morning after this packed was formed, She looked to join an Adventuring party and go on some adventures to gain experience in the field and familiarize herself with her new magic! She spent some time out there as an Adventurer and was able to make it as a career! She initially still ran her cart on the side to make ends meet, but at this point, she has been able to completely give up her old life as a merchant. As far as among adventurers goes, she was known for her use of fire magic, and they would call her the "Hell Dragon" (Despite how negative she thought the name sounded). She would one day be chosen by the King of Tyrian to embark on the country's most important adventure yet! Whether she's been working with the same adventuring party for a while and the whole party being invited by the king, or if she was individually invited and would meet her adventuring party when getting assigned the adventure, is up to the DM.
Offspring of a mining clan, Reginald spent his early adult life traveling with a group of freelance architects. They travel the lands, contracting out to local lords, building roads, outposts and repairing fortifications. His favorite leisure time activity was enjoying the various festivals that occurred in all the villages and towns he visited. He was especially entertained by the "tricks" performed by the carnival magicians, which led to his decades long hobby of magical research. He has heard of the old king's need for adventurers and has gone to offer his skills as a cartographer.
Backstory: Rhys was an unremarkable sage in the Kingdom of Tyrian. For hundreds of years he sat in his tower studying magic and the Isle of Plenty. He was friendly with the other villagers but had become detached after witnessing the passing of multiple generations. For an elf attachment seemed foolish but Rhys would travel with the hunters of the village to get food when he needed. This became his only connection for an elf that lived among humans. As all things in life this had to come to an end. After the Isle of Plenty fell from the sky the village Rhys lived in slowly fell into disarray. The village was a shell of its former self and the Kingdom no longer sent soldiers to protect it. One day bandits came without warning and within hours the small village was set ablaze. Rhys was lucky that his tower was far enough away from the main force. By the time Rhys noticed that there was an attack it was too late. He managed to help a few villagers but running seemed like the only option. All of the people and places Rhys knew were gone and all of his work was destroyed. Seeing the state of Tyrian Rhys found his calling and lived a life in search of people to help.
Species: Custom Lineage or Variant Human if that's not available.
Backstory: Geren had no desire to be yet another manual laborer, didn't have the patience to work behind a desk, and was too ambitious to settle for those anyway. He would take any chance to improve his situation, so when a mercenary band passed through the city he lived in he jumped at the chance to join them. Their final engagement was with a powerful Necromancer that resulted in a slaughter that left Geren the sole survivor. But he didn't get away unchanged. Geren's body has been infused with negative energy, but it bolstered his body instead of weakening it.
Geren didn't see any reason to give up the mercenary life, in fact he relished the rush he felt as he used his new powers. He built up a reputation as a living weapon, a grim reaper on or off the battlefield.
When work dried up in his homeland (up to the DM what country that was), Geren left to find his fortune elsewhere. When he heard of the King's offer Geren decided to take it, the pay's worth it and the gratitude of a ruler could be his chance to move up in the world. Geren has found his ambitions have grown with his power, he wants to be more than a mercenary.
Backstory: Growing up with two loving parents in a quiet, if not extremely poor, village. He had an uncanny level of strength from birth, able to carry his family into "success" due to being able to labor in the farm, like plowing the fields at age 9. He is very outgoing, showcasing every emotion to the extreme. Years of farm work made him stronger than even some renowned warriors, even though other aspects of him were merely above average. However, his exceptional strength, and years chasing away woodland beasts and monsters tuned his body into one of combat. His dream is to restart the wealth of Tyrian, in order to support his old parents, so they no longer have to rely on solely him for support, so they can lead better lives. Thank you for taking Holth into consideration.
For over 150 years Vah Jo Gyaan Chaahata Hai, or Dr Arbutaveyu as he is commonly known because of his habit of starting every sentence with “Are but have you …. followed by either ‘thought’, wondered’ or ‘considered’, has been researching the Weave and how it controls all aspects of life. His particular area of interest is how powerful entities, Gods, Primodial beings, Powerful Devils and Demons, Liches, etc. are able to bend the Weave to their will and whether this bending and twisting of the Weave may not have unforeseen consequences as nature seeks to balance itself. Not long after he began his research, Toril was hit by a totally unforeseen or predicted disaster caused by the Mystra's assassination at the hands of Cyric and Shar in about 1385 DR which disrupted magic use for many years and was commonly referred to as the Spellplague.
After the tumultuous events caused by the Spellplague, Vah Jo Gyaan Chaahata Hai travelled widely across Toril from Zakhara in the South, Kara-tur in the East, the Spine of the World in the North, Maztica in the far West and everywhere in between including, the Chultuan Penisular, the Inner Sea and its surrounding lands (including Thay) as well as the Sword Coast. The purpose of these journeys was to better understand the Spellplague and its impact on Toril and what this might tell him about the weave and the role that it plays in life. More recently, he has been ensconced deep in the stacks of the Great Library at Candlekeep trying to make sense of what he found on his journeys and the many written records of the Spellplague preserved in the Great Library’s stacks.
Vah Jo Gyaan Chaahata Hai jointly worships Mystara and Oghma. Whilst Mystara as the principle deity responsible for the Weave is his primary deity, he has been known to call on Oghma for guidance as he thinks his way through a complex and technical issue relating to the Weave and its impact on Toril.
Backstory: Thurman was born on the seas, upon the Sea Tremor, captined by Bobert the Bold. Bobert had taken a liking to the boy, and as being born on a pirate ship being in and out of ports, there was no way of knowing tbe lads father, so Bobert looked after him and made him a cabin boy when he was capable enough. He taught Thurman how to fight with anger and brutality, but as time passed and Thurman was influenced but other members of the crew, he found he was more skilled with precision then pure force. Thurman tried his hand away from the ship he had grown up on, trying go make a name for himself. He was working on a new ship with a young captin that tried to hard for a big score and got into a tussle with a merchant ship which proved more then the young captain could handle. By the end, Thurman had manage to slip away with another crew member on a life boat from the merchant ship. The pair were picked up by a Tyrian navel ship and claiming they were part of the merchant ship were able to talk there way into good graces with the navel officers and even went so far as to help them hunt down the remains of the pirate ship.
Now Thurman is being requested for such a mission for discovering the fragments for his navel navigation skills as much as his adventuring skills.
(Will the chosen players be a party who have been adventuring together already, or will this particular adventure be the first time these particular adventurers are meeting each other?)
Yes and no. The king is not sending for a certain party of adventurers; he is sending for the individuals. It is possible that the characters have met before, or even adventured together, but they are not being summoned as a party.
Hello there! This is a fully original campaign that I have had in the back of my mind for a very long time. The campaign lore is pretty extensive, but the actual campaign quest is almost a complete sandbox, as there is no set-in-stone 'quests' besides the first one. The campaign will be a mix between combat, roleplay, and (optionally) political intrigue. This is my first fully homebrew campaign, so please bear with me on that. Unfortunately, I will have to say that this campaign would not be good for first-time players, or even for players with very little experience. That being said, you don't need to have much experience to play, as the gameplay will not be overly complex or advanced. The campaign will start at level 5, milestone-based levelling.
Campaign Background (please read, in a spoiler for length of post):
For hundreds of years, the coastal kingdom of Tyrian prospered beyond any other kingdom in the country. Though Tyrian was a small country, its progression in combat technologies, along with violent magic, meant that it had no fear of the surrounding kingdoms. The poorest man in Tyrian would be the envy of some successful merchants and traders in other countries, and the royalty were the envy of all the surrounding kingdoms. The kingdom had a constant outpouring of goods of all kinds, yet very little inflow. Traders who traveled through Tyrian were frustrated, for inevitably, someone in Tyrian would be selling the same product at a price that was impossible to match, let alone beat. As a result, Tyrian became a rather isolated country, for those who lived there had no reason to leave, but those from other countries had no reason to visit. Traders would occasionally leave Tyrian to sell their goods at higher prices in markets around the world, but they provided nearly the only travel.
After a few centuries, the source of Tyrian's success was discovered by the divination magic of the mages of the Obsidian Tower, who were envious of the power of their rival guild in Tyrian. Their success stemmed from the fabled Isle of Plenty. Legend says that the Island travelled around the ocean, every morning vanishing into mist and restoring itself elsewhere in the sea. The mages in Tyrian had succeeded in hijacking the magic of the island to pin it in the sea off the coast of Tyrian. The island, which was already bursting with natural resources, would fade into mist and reappear in the same location each day at dawn. The kingdom would then strip the island bare before evacuating it and waiting for it to regenerate. The kingdom thus had an inexhaustible supply of wood, food, and stone, and the royal family would make sure that each citizen had a base level of prosperity from which to expand.
The Obsidian Tower quickly decided that the best way to destroy Tyrian would be to remove the island from the picture. The country had come to rely completely on the island, and so the Tower believed they could collapse the country simply by removing the island, without ever having to attack the country. So they devised a plan. An hour before midnight, when the island had been evacuated, the mages came to the island, located the spells that were keeping it in place, and destroyed them. The mages, who were in a hurry, failed to notice the protective counter-enchantments that the island had natively. The island suddenly shrank, down until it was a total of about 20 feet across, and turned to solid stone. As the surprised mages found themselves on the tiny island, it exploded, scattering fragments over the entire continent.
The mages were killed by the explosion; however, they very nearly accomplished their aim. The country of Tyrian nearly collapsed from the lack of the island. However, the royal family emptied their treasury and sold much of their land to save the country's economy. Tyrian went from the most prestigious country to near the most destitute, but it survived. Now, nearly 200 years after the island disappeared, the king has sent out a group of adventurers to gather the fragments of the island, to restore Tyrian to its former glory.
Applications, please use this format.
Character Name:
Class/Subclass:
Species:
Backstory: {Note, your characters are starting at level 5. They are fairly seasoned adventurers being hired for their adventuring prowess. No 'level 1' backstories.}
Ability scores: (Reroll 1s once, std array if unhappy with results.)
The campaign will be running 2024 rules.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Ability scores: 14 15 16 14 15 18
Ability scores: Ability scores: 8 12 13 17 15 13
(Will the chosen players be a party who have been adventuring together already, or will this particular adventure be the first time these particular adventurers are meeting each other?)
Did not work.
Ability scores: 13 12 12 14 10 15
Character Name: Halo Roseworth
Class/Subclass: Warlock/Pact of the Genie
Species: Gold Dragonborn
Backstory:
She was a pretty successful merchant with her own travelling cart. With her positive energy, fun and chaotic personality, and quick tongue, she could sell almost anything to anyone! One day, she bought a ring off of an old man, the red gemstone on the ring having a fire-like aura about it. One night in her tent, she was checking her new items and her profits as she did every night. When she was checking out the ring in question, she accidentally caused it to suddenly glow, and with a fiery force, a big female Efreeti Genie immerged from the red gemstone of the ring. The genie smiled and laughed when she immerged. Halo was initially confused and scared, but the genie reassured her that she was in no trouble. The Genie revealed herself to be of the name Jeluullah, and told Halo about how she was perceived as evil (She isn't) by that old man and was trapped by him in the ring, but at this point, the man grew senile and didn't realize that he sold the ring. Jeluullah tells Halo about how she's been feeling lonely and wants a friend that doesn't think she is hell-spawn. after a lot of chatting and casual banter and laughter, Halo and Jeluullah practically became besties, especially since they had very similar fun personalities! After a while, Halo mentions that as a child, she had dreamed of becoming an adventurer, and Jeluullah gets an Idea! As long as Halo keeps the Red Ring and remains friends with her, She'd give her some magical abilities so she could actually become an adventurer! After a few moments of thinking, she agrees and the pact was formed! The Red Ring acting as the "lamp" in question, Halo, and her possessions have the ability to be stored inside, protected by Jeluullah, so she won't even have to worry about missing her cart or merchant things! The morning after this packed was formed, She looked to join an Adventuring party and go on some adventures to gain experience in the field and familiarize herself with her new magic! She spent some time out there as an Adventurer and was able to make it as a career! She initially still ran her cart on the side to make ends meet, but at this point, she has been able to completely give up her old life as a merchant. As far as among adventurers goes, she was known for her use of fire magic, and they would call her the "Hell Dragon" (Despite how negative she thought the name sounded). She would one day be chosen by the King of Tyrian to embark on the country's most important adventure yet! Whether she's been working with the same adventuring party for a while and the whole party being invited by the king, or if she was individually invited and would meet her adventuring party when getting assigned the adventure, is up to the DM.
Character Sheet: https://www.dndbeyond.com/characters/149101732/V49bcT
Ability scores: 15 18 13 11 14 14
Cats go Moo!
Ability scores: 15 18 13 11 14 14
Reginald Ironcrag
Class/Subclass: Wizard/Illusionist 5
Species: Dwarf
Backstory:
Offspring of a mining clan, Reginald spent his early adult life traveling with a group of freelance architects. They travel the lands, contracting out to local lords, building roads, outposts and repairing fortifications. His favorite leisure time activity was enjoying the various festivals that occurred in all the villages and towns he visited. He was especially entertained by the "tricks" performed by the carnival magicians, which led to his decades long hobby of magical research. He has heard of the old king's need for adventurers and has gone to offer his skills as a cartographer.
Cats go Moo!
What sources can we use and is this 2014 or 2024?
Ability scores: 12 18 12 16 12 14
Character Name: Rhys
Class/Subclass: Ranger/Cleric(Light) (2024 rules?)
Species: Elf
Backstory: Rhys was an unremarkable sage in the Kingdom of Tyrian. For hundreds of years he sat in his tower studying magic and the Isle of Plenty. He was friendly with the other villagers but had become detached after witnessing the passing of multiple generations. For an elf attachment seemed foolish but Rhys would travel with the hunters of the village to get food when he needed. This became his only connection for an elf that lived among humans. As all things in life this had to come to an end. After the Isle of Plenty fell from the sky the village Rhys lived in slowly fell into disarray. The village was a shell of its former self and the Kingdom no longer sent soldiers to protect it. One day bandits came without warning and within hours the small village was set ablaze. Rhys was lucky that his tower was far enough away from the main force. By the time Rhys noticed that there was an attack it was too late. He managed to help a few villagers but running seemed like the only option. All of the people and places Rhys knew were gone and all of his work was destroyed. Seeing the state of Tyrian Rhys found his calling and lived a life in search of people to help.
Character Name: Geren Eres
Class/Subclass: Monk/Way of the Long Death 5
Species: Custom Lineage or Variant Human if that's not available.
Backstory: Geren had no desire to be yet another manual laborer, didn't have the patience to work behind a desk, and was too ambitious to settle for those anyway. He would take any chance to improve his situation, so when a mercenary band passed through the city he lived in he jumped at the chance to join them. Their final engagement was with a powerful Necromancer that resulted in a slaughter that left Geren the sole survivor. But he didn't get away unchanged. Geren's body has been infused with negative energy, but it bolstered his body instead of weakening it.
Geren didn't see any reason to give up the mercenary life, in fact he relished the rush he felt as he used his new powers. He built up a reputation as a living weapon, a grim reaper on or off the battlefield.
When work dried up in his homeland (up to the DM what country that was), Geren left to find his fortune elsewhere. When he heard of the King's offer Geren decided to take it, the pay's worth it and the gratitude of a ruler could be his chance to move up in the world. Geren has found his ambitions have grown with his power, he wants to be more than a mercenary.
Ability scores: 12 18 12 16 12 14
I don't own books on here so I'd need someone else to share the necessary books for character creation.
Ability scores: 13 17 12 10 11 11
https://www.dndbeyond.com/characters/113287398/6BLqDQ
Character Name: Holth
Class/Subclass: Barbarian, Path of the Berserker.
Species: Half orc
Backstory: Growing up with two loving parents in a quiet, if not extremely poor, village. He had an uncanny level of strength from birth, able to carry his family into "success" due to being able to labor in the farm, like plowing the fields at age 9. He is very outgoing, showcasing every emotion to the extreme. Years of farm work made him stronger than even some renowned warriors, even though other aspects of him were merely above average. However, his exceptional strength, and years chasing away woodland beasts and monsters tuned his body into one of combat. His dream is to restart the wealth of Tyrian, in order to support his old parents, so they no longer have to rely on solely him for support, so they can lead better lives. Thank you for taking Holth into consideration.
Ability scores: 15 14 13 16 8 11
I used the original numbers generated of: 17, 15, 13, 11, 16 & 16
https://www.dndbeyond.com/characters/149114733/SPmtbM
Character name: Dr Arbutaveyu
Class/Subclass: Cleric (Arcana)
Species: Tortle
Backstory:
For over 150 years Vah Jo Gyaan Chaahata Hai, or Dr Arbutaveyu as he is commonly known because of his habit of starting every sentence with “Are but have you …. followed by either ‘thought’, wondered’ or ‘considered’, has been researching the Weave and how it controls all aspects of life. His particular area of interest is how powerful entities, Gods, Primodial beings, Powerful Devils and Demons, Liches, etc. are able to bend the Weave to their will and whether this bending and twisting of the Weave may not have unforeseen
consequences as nature seeks to balance itself. Not long after he began his research, Toril was hit by a totally unforeseen or predicted disaster caused by the Mystra's assassination at the hands of Cyric and Shar in about 1385 DR which disrupted magic use for many years and was commonly referred to as the Spellplague.
After the tumultuous events caused by the Spellplague, Vah Jo Gyaan Chaahata Hai travelled widely across Toril from Zakhara in the South, Kara-tur in the East, the Spine of the World in the North, Maztica in the far West and everywhere in between including, the Chultuan Penisular, the Inner Sea and its surrounding lands (including Thay) as well as the Sword Coast. The purpose of these journeys was to better understand the Spellplague and its impact on Toril and what this might tell him about the weave and the role that it plays in life. More recently, he has been ensconced deep in the stacks of the Great Library at
Candlekeep trying to make sense of what he found on his journeys and the many written records of the Spellplague preserved in the Great Library’s stacks.
Vah Jo Gyaan Chaahata Hai jointly worships Mystara and Oghma. Whilst Mystara as
the principle deity responsible for the Weave is his primary deity, he has been known to call on Oghma for guidance as he thinks his way through a complex and technical issue relating to the Weave and its impact on Toril.
DM - Stopping a god in his tracks
Placeholder
Ability scores: 16 16 12 11 13 15
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Ability scores: 13 16 12 10 14 10
Character: Thurman Abbys (Variant Human)
Class: Barbarian 2 / Rogue 3 (Soulknife)
Background: Pirate
Backstory: Thurman was born on the seas, upon the Sea Tremor, captined by Bobert the Bold. Bobert had taken a liking to the boy, and as being born on a pirate ship being in and out of ports, there was no way of knowing tbe lads father, so Bobert looked after him and made him a cabin boy when he was capable enough. He taught Thurman how to fight with anger and brutality, but as time passed and Thurman was influenced but other members of the crew, he found he was more skilled with precision then pure force. Thurman tried his hand away from the ship he had grown up on, trying go make a name for himself. He was working on a new ship with a young captin that tried to hard for a big score and got into a tussle with a merchant ship which proved more then the young captain could handle. By the end, Thurman had manage to slip away with another crew member on a life boat from the merchant ship. The pair were picked up by a Tyrian navel ship and claiming they were part of the merchant ship were able to talk there way into good graces with the navel officers and even went so far as to help them hunt down the remains of the pirate ship.
Now Thurman is being requested for such a mission for discovering the fragments for his navel navigation skills as much as his adventuring skills.
https://www.dndbeyond.com/characters/149122324
Yes and no. The king is not sending for a certain party of adventurers; he is sending for the individuals. It is possible that the characters have met before, or even adventured together, but they are not being summoned as a party.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
All sources, 2024.
This is actually a really good question so I edited the first post to answer it.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Ability scores: 15 15 12 15 14 10