Gorruk is a towering brute of muscle and menace — an orc pirate carved from storm and steel. His skin is a weathered green, rough like bark and stretched tight over bulging muscles that ripple with every movement. Scars crisscross his chest and arms, each one a tale of battle. His beard is thick and black, braided with bone trinkets and sea charms, and his tusks jut upward from a snarling mouth that rarely smiles. He wears torn pirate leathers: a long, battered coat flapping in the wind, a wide belt cinched around his waist, and ragged trousers that have seen a hundred raids.
Backstory:
Gorruk Kragthar was born in the brine-soaked slums of a coastal orc enclave, where survival meant strength and cunning. As a young whelp, he was sold to a ruthless pirate captain who saw potential in the boy’s raw fury. Gorruk grew up on the deck of The Black Maw, learning to fight, raid, and navigate the treacherous waters of the Azure Sea. He earned the name “Ironjaw” after biting through the helm of a rival captain during a boarding skirmish. His reputation grew with every raid — brutal, relentless, and strangely honorable. He never harmed the innocent, never broke a deal, and always paid tribute to the sea spirits he believed guided his fate.
But during a raid on a cursed island off the coast of Saltmarsh, Gorruk’s crew unearthed a relic — a barnacle-encrusted idol that whispered in dreams and turned men mad. One by one, his crew succumbed to its influence, until only Gorruk remained, bloodied and alone. He cast the idol into the sea, but its curse lingered. Taking only the colors from his previous ship, Gorruk sails alone aboard his battered ship, The Mawless, drawn to Saltmarsh by rumors of unnatural tides, ghost ships, and ancient sea powers. He seeks redemption, revenge, and perhaps a crew brave enough to face the horrors that lurk beneath the waves.
Trinket: A black pirate flag adorned with a dragon’s skull and crossbones, he wears as a bandana over his head at times.
(I understand Artificer may not be included in 2024 PHB content. If unavailable, I would play Brynn as a Forge Cleric with similar thematic focus on craft and protection.)
From what I understand the Eberron Forge of the Artificer is a lot better balanced class than the 2014 Tasha's... *shrug* I haven't really dug into it myself yet though.
This post has potentially manipulated dice roll results.
This is a grimhollow character, adjusted to greyhawk setting. Think blood magick and horror. I should be able to share everything.
Ability scores: 13161714914
Ability scores: 131511151015
Name Hanger
Species Dhamphir
Background Courtier
Class Warlock 1st Vampire Patron
Potential- Subclass 1st Vampire Patron
Stats roll twice, re-roll 1s once
Description and/or art. Pale skinned with a neatly trimmed beard and mustache, often dressing black leather and silk.
Backstory include a trinket from the PHB. Hanger was born to a minor noble family of Furondy, and trained in the way of the court and diplomacy. At his coming of age, his parents took him aside and explained they had made a deal with a dark power, and explained his curse and who he would have to serve unless they could stop it. They had a plan to end the dark power, as his father was a minor sorcerer. Things did not go well. His parents disappeared one day leaving him a note to run and a necklace with a red gem in it. Hanger could sense the dark power approaching and bolted. However things haven't been the same. He is aware he is a Dhamphir, a creature created to serve Vampire lords without their limitations. He has powers, taken from somewhere, and occasionally he hears whispers from the necklace. Is it his parents trying to communicate with him, or something terrible? There are names to what he is running from. Kanchelsis and Tolenkof. Dark beings.
Using his families trade and smuggling contacts, he traveled to the wilds coast and has been finding what jobs he can to get water between him and Furondy. At first using family contacts he has traveled on various boats either serving as a scribe, negotiator, or even as a basic ship hand. He can work with Calligraphers tools as well as balance on a beam in the air, and has made it as far as Saltmarsh in various roles.
Traditionalist: He has no care in specific of the local politics at Saltmarsh, however his family had an old contact in the trade and smuggling factions of Saltmarsh, and it is here he is seeking new employment to hopefully keep away from his past.
(I understand Artificer may not be included in 2024 PHB content. If unavailable, I would play Brynn as a Forge Cleric with similar thematic focus on craft and protection.)
From what I understand the Eberron Forge of the Artificer is a lot better balanced class than the 2014 Tasha's... *shrug* I haven't really dug into it myself yet though.
I'd be more clueless than you TBH. And I have very little of the content on beyond :3 So I'll take any suggestions, really, for what ever the DM allows.
Name: Darixa Begali Species: Human Background: Charlatan Class: Bard Potential-Subclass: College of the Moon (or alternate - College of Dance) Character Sheet:Darixa Begali Character Sheet
Backstory: About all Darixa remembers of her childhood was living by the sea. It must have been somewhere in Eastern Flanaess, since that was where she found herself once she had a better idea of such things. She had an older sister, Ainura, who fled one day with her father. And soon after she boarded a ship with her mother. Not long after that she was passed to an "uncle" aboard The Tenacious Sparrow, while her mother traveled somewhere else. She never saw any of her family again. She grew up over the next few years on the ship and became relatively adept at helping out. She especially focused on learning about navigation. As she got older, she realized her "uncle" was not a typical merchant captain. Clearly a smuggler, he also seemed to get involved with various schemes. It was likely one of these schemes that led to his death. The ship was in port, and the girl in her very early teens was ashore on her own. When she came back, The Tenacious Sparrow was gone. Days later her "uncle's" body washed ashore. It wasn't too hard for her to make a few coins running con games. And though young, she eventually managed to get a spot on a ship crew. Since she knew her way around a ship, she was able to prove herself. During this time, she kept an ear out for any word of The Tenacious Sparrow or even the rest of her family. Hearing rumors of someone that might possibly be a matched to her sister Ainura in Saltmarsh, she had headed there a bit over a year ago. She's managed to get jobs as a navigator now and then to keep herself on her feet. But so far, she has had little new information about her family.
The only other clue to her family is a fragment of a beautiful song, written as musical notes on two pieces of parchment (trinket). It was these notes that spurred her interest in music. Life aboard ship and amongst the taverns ashore had given her plenty of time to learn to play music. A chance encounter with an elegant woman in one town just before she left for Saltmarsh, opened her awareness to the ability to affect the weave with her music. She had had a bit of magical training from her mother when quite young, so she knew just a tiny bit. But combining what she knew with what this woman had taught her, along with a bit of work on her own, has begun to show her new ways to use magic.
Extra credit: Traditionalist/Loyalist/Other: In her time the past year in Saltmarsh, Darixa has found herself firmly siding with the Traditionalists. It is possibly in part due to some of the ships she's worked on leaning towards the smuggling trade. In general, she's most interested in seeing the crown pay less attention to the area. Possible duty aboard a ship: From her early days she's been on ships. She's proficient with Water Vehicles and Navigator's Tools. Long term story goal: Darixa has really little hope in her mind of actually finding any of her family. Not that that wouldn't be great. But she would like to just know what happened to them. And she'd also like to know what became of The Tenacious Sparrow. And maybe have a word with whoever killed her "uncle". Otherwise, she personally would not mind at some point having her own ship. And being able to make enough money to live comfortably. Desired items or special rewards: any magical musical instrument (i.e. things like Instrument of the Bards or Rhythm-Maker's Drum), protective magic items, items to improve swimming or water breathing
If you're OK with it, I'd love to flavor Hardtack as a simian. He'd look like this:
I don't think I need to change any of his stats.
Also, I forgot to address the extra credit ...
Traditionalist Loyalist or Other: Hardtack doesn't choose one over the other. He goes with the flow and tries to live in harmony with everybody. He does try to avoid the Scarlet Brotherhood. Possible duty aboard a ship: cook or cook's assistant Long term story goal: To find inner peace. Even unknown to him: To find the one responsible for his sister's death. Desired items or special rewards: Eldritch Claw Tattoo and Slippers of Spider Climbing
Pip is originally from Rastor in the Kron Hills, he learned all of the required material in engineering class as a lad, watchmaking, repair, etc... but this didn't hold much interest for him. He was always interested in casting sounds and visions for his own entertainment, learning what made his fellow gnomes tick, and how he could gain access to secrets and knowledge that was locked away. He was frankly more interested in magical means to achieve his ends rather than mechanical ones. And he had the itch to travel. He made his way south to the coast, always wondering what a life at sea would be like. Before he left Rastor, he lifted a small trinket from his maester's workshop, a small crystal that glowed when the moon was full. It reminded him of home, and it just seemed to stick to his fingers. He would break it out from time to time to focus his concentration, when he was struggling with a problem.
Pip has been conscripted at times to work aboard a local ship with a base of operation around Saltmarsh. He provides counsel to his Captain and advice about navigating current events, in additional to being the ship's "fixer" of any complex equipment. His captain and crew are loyalists, looking to grow the trade in the area and prevent war from breaking out from local brigands and traditionalists. Pip has a knack for seeing alternative solutions to sticky situations, or using his magic to help in unexpected ways. Pip hopes to learn more of his craft and evetually have a ship of his own, with a crew and time to investigate lands and treasure filled locations of his interest. Someday...
Traditionalist - looking to spark trade, safe sea lanes, and avoid war.
Role on ship - he's the "fixer" of complex equipment, negotiator, and part good luck charm. He accompanies the crew on most landing parties.
Long term goal - to have his own ship, of course.
Desired items / special rewards - anything that could help his studies, spellbooks, any research, especially about illusions or charm spells. He has seen wands before and he is fascinated with them. Anything that could help him become a respectable wizard.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Background Acolyte (since Etrile allows herself a period of reflection in the service of the goddess Sehanine Moonbow - see backstory)
Class Ranger as her first level. She will level up as Ranger / Sorcerer
Potential- Subclass Sorcerer Subclass will be Draconic Sorcery, Ranger Subclass will probably be Hunter
Stats roll twice, re-roll 1s once see quote, for rolls. After creation and proper adjustments, at first level they become: str 11, dex 17, con 16, int 9, wis 14, cha 16
Description and/or art.
Backstory include a trinket from the PHB (I emboldened the trinket and her longterm goal - very long term, since elves have very long lives).
Faenyll is the third born of the noble elven house of Laïlonell. Her father, Lord Soveliss Laïlonell, and her mother, Lady Sellenia Nondalynn, are noble and respected, within the elven community of the Hill of Living Stars (so called for the many fireflies that brighten the nights), in the Feywild. The child was likely to become another brilliant and respected noble member of the community, following in the footsteps of her father, who is very focused on his responsibilities to his people, or her mother, who is a patron with a keen artistic sensitivity. But the little girl, playing in the garden, one day sees an anthropomorphic White Rabbit, elegantly dressed, with a pair of thick glasses, running from one place to another, occasionally taking out a funny copper amulet from his pocket, which he holds to his ear and then exclaims, agitated: "It's late, it's late!"
Etriel, curious and amused, chases him to make friends, but in doing so she falls into a... passage that magically transports her to a completely different area of the Feywild. Initially totally uninterested in the little girl and her problems, the White Rabbit is eventually won over by the little girl's tender insistence and affection - and thus discovers thanks to her that valuing time, dedicating a little of it to those close to us, is the best way to stop worrying about how late it is. The White Rabbit, as a pledge of friendship, leaves his copper amulet - now that he has learned to value time, he no longer feels it as indispensable. Etriel thus comes of age among strongly magical creatures, mostly fey, but a copper baby-dragon (named Kraprum) too, who becomes a great friend and awakens in her a source of innate magic. And indeed, when Etriel is seized by the desire to rediscover her origins, and return to her family and the elves, Kraprum (now a Young dragon) accompanies her to the Hill of Living Stars, before parting with her and saying goodbye, arousing no little wonder... which pushes her to adopt, as her adult name, the nickname Etriel Darastrix ('Lady Dragon', the first word in evlish, the second in draconic).
Everyone is initially happy about the return of a member of the noble Laïlonell family who was thought to be lost, but it soon becomes clear that Etriel, having grown up far from the community, is no longer fully part of it... This is underlined both by her spontaneous magic that sometimes manifests itself (mostly harmlessly, with sudden multicolored spark showers, and by her point of view that is different from that of most of the community, and by the incredible desire to travel that she has left - perhaps because of the exceptional nature of the first 'journey' that had been so full of consequences (and, for the most part, of pleasant experiences).
Convinced that her people tend to isolate themselves too much and that things would be much better (both for the High Elves and for others) if they understood each other more, she allows herself a period of reflection in the service of the goddess Sehanine Moonbow (goddess of the moon, dreams, mysteries, secrets, travel/journeys; she is also the protector of the elven dead), at the end of which she decides to leave the Hill of Living Stars and the Feywild.
After all... before Corellon punished them, didn't the elves have the ability to transform into other creatures? And what greater sign of openness could there be? How can one, in fact, transform... into what one does not know?Etriel becomes more and more convinced that, if ever one day the elves will be able to recover this ability - and perhaps help all the other species to live together in peace in mutual understanding - it will be only after they have rediscovered the curiosity to know others... and the courage to explore, to go and look for them. The concept of 'travel', for Etriel, becomes more than just a great passion - it becomes a religion, a reason for living.
And so the wandering adventurer life of Etriel Darastrix begins... Arriving in Saltmarsh, she is much more impressed by the extensive travel possibilities that a job on a ship can guarantee (and intrigued by navigation, an activity she had never had to deal with in the Hill of Living Stars) rather than from the disputes between Traditionalists and Layalists, from which she tries, for now, to keep herself apart. She therefore begins by getting a job as a cartographer on a ship...
Desired items / special rewards: Well... ideally, something that can facilitate travel, given Etriel's vocation.
Backstory: Finn isn't actually sure where he's from - his mother, a travelling bard, would entertain her young son with stories of their "homeland" and his father that grew ever-more intricate and adventurous - finally forcing the young Finn to realize that they were likely all Fanciful tales. The truth of his past and parentage may never be known and likely passed with his mother a few years back.
Without a true sense of home, Finn developed a wanderlust; though originally a landlubber, he has of late developed a fondness for ship life, and has taken to his assigned newest post in the crow's nest with ease - his smaller stature, climbing skill and sharp perception making him an ideal lookout.
Finn spends a great deal of time nervously looking over his shoulder when not engaged with others, though he wears an almost perpetual facade of happy carefree cockiness, often with an overlarge grin on his face. One has to look closer to realize the smile doesn't always quite reach his eyes. He fiddles often with an odd amulet he wears - a planchette from some obscure game carved with a raven's skull with a leather thong threaded though the opening. He seems both repelled by it, as though it is connected to something unpleasant, yet oddly reluctant to let it out of his sight.
If pressed (and inebriated), Finn will let slip a few haunting details from his past; an adventuring party of friends gone wrong, of which he is the only survivor; a fool's errand of a mission they were unprepared for; and messing with forces they didn't understand and couldn't command - and may be still hunting for him, hence his need to be always on the move. Whether he escaped a similar fate as his former friends through skill, stealth, by virtue of his size or just plain luck Finn isn't sure - though sometimes he's not sure he is the lucky one. (He can sometimes be heard muttering to himself in his sleep, "Harder for it to track over open water..." - often immediately followed by nightmares he never speaks of.)
In the relatively short time he's been a denizen of the Saltmarsh region, Finn has become a Traditionalist - he's never found the interference of the Crown or the more powerful to be beneficial. His long-term goal is perhaps a bit vague, but important to him nonetheless - he wishes to feel safe. To that end, Finn desires to gain magical abilities and/or items he can use to protect himself (and his friends), and ward off anything not easily met with sword and shield. (Surrounding himself with potent allies also doesn't hurt...)
I used a trinket from the haunted one table for my background - A planchette etched with raven skulls. if that doesn't work, alternately A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it, from the PHB table of trinkets can serve the same purpose. Or if the trinket in the background is in addition to the one the DM asks for in the opening post, both would make sense; the planchette an earlier acquistion, the idol at the scene of his party's demise.
Been a bit since I've done this, but I think a new game could be fun! Not super well-versed on Greyhawk and that, but willing to give it a shot!
Ability scores: 121512131513
Ability scores: 161212141313
Rollback Post to RevisionRollBack
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, but now everything's good and I'm trying to get into more games!
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum:The Popular Paladin, Aasimar Noble, Level 5 Paladin of Redemption;
Potential- Subclass: Lore-but will multiclass in Sorcerer as well
Stats roll twice, re-roll 1s once
Description and/or art. Jaman's family ran afoul with the "Sea Princes" and fled, but not far enough. His parents and sisters were captured, Jaman assumes they were taken back to one of the Holds but he does not know. He & his brother, Arman, lived in the streets eventually finding their way to the Saltmarsh. Arman, being older, left his younger brother, promising to return once he found their parents. Arman left an old key in Jaman's possession. "This was fathers." he told Jaman. "Keep it safe until I return". It has been almost a year since Arman left & Jaman fears for his brothers fate. Some local dwarves have taken a liking to the young man, giving him work and teaching him a trade but Jaman dreams of commanding his own ship, returning to the Holds and finding the fate of his family.
Backstory include a trinket from the PHB: an old key
Description and/or art. Maximus is a mountain of a man, weathered by salt and sorrow. He wears a heavy, blood-red captain’s overcoat over a suit of blackened plate armour. His dark hair is kept short, and his eyes are constantly scanning for threats or targets. He carries a heavy, serrated Scimitar and a Hand Crossbow that he maintains with religious obsession. Around his neck hangs a silver ring on a cord, a constant reminder of what he lost.
Backstory include a trinket from the PHB.
Once a decorated officer of the Keoland Navy, Maximus Kraye had traded the thunder of broadsides for a quiet life in Saltmarsh. He was set to retire alongside his fiancée, Samira, a shipwright whose talent was the talk of the coast. But those dreams were reduced to ash the night the pirate lord known as 'The Iron Hook' raided the docks. Maximus arrived at the harbour only to be met by a wall of flame, watching helplessly as the shipyard collapsed with Samira still inside.
When the smoke cleared, Maximus demanded justice from the Navy he had served for decades. Instead, he was met with red tape and a cold bureaucracy that promised a trial in years, not days. Heartbroken and driven to the edge of madness by grief, Maximus realized that the King’s law was too slow for a man with a burning soul.
Abandoning his commission, he took up his gear and adopted the name 'Fortune' as a bitter, ironic jab at the luck that had deserted him. He vanished into the sea-mist for years, a ghost hunting for blood. Now, the fog has brought him back to Saltmarsh. Rumours say the Iron Hook’s associates are trading in the shadows of the town, and Maximus is here to ensure that this time, justice isn't debated -- it's delivered.
Trinkets:
A silver locket containing Samira's portrait that he carries next to his heart, and a simple silver band worn on a leather cord around his neck which is the wedding ring he never got to give her. I also decided to roll a d100 and got this - 57 An indecipherable treasure map
Faction:Other (Self-Interest / Pirate Hunter). He views the Loyalists as slow and the Traditionalists as blind, so he plays both sides. He uses Loyalist resources to fund his hunts and Traditionalist secrets to find the best coves. He is his own faction.
Ship Duty:Captain / Master-at-Arms. He excels at tactical boarding and keeping a crew disciplined under fire.
Long-term Story Goal: To dismantle the Iron Hook’s criminal empire piece by piece, ending with a duel on the deck of a burning ship.
Desired items or special rewards. - Mariner’s Plate Armor or Vicious Scimitar maybe
About a week left for submissions. I have so many incredible characters and stories to choose from. Some players I’ve read their other PBPs and wow it’s humbling when you consider yourself a novice or beginner level DM. Needless to say thank you all.
Just to reiterate I plan on this being a Week-end PBP Friday-Saturday-Sunday (I may post more but will focus on posting week-ends specifically)
Ability scores: 15 11 13 9 11 18
Ability scores: 17 13 16 14 11 9
Gorruk Kragthar was born in the brine-soaked slums of a coastal orc enclave, where survival meant strength and cunning. As a young whelp, he was sold to a ruthless pirate captain who saw potential in the boy’s raw fury. Gorruk grew up on the deck of The Black Maw, learning to fight, raid, and navigate the treacherous waters of the Azure Sea. He earned the name “Ironjaw” after biting through the helm of a rival captain during a boarding skirmish. His reputation grew with every raid — brutal, relentless, and strangely honorable. He never harmed the innocent, never broke a deal, and always paid tribute to the sea spirits he believed guided his fate.
But during a raid on a cursed island off the coast of Saltmarsh, Gorruk’s crew unearthed a relic — a barnacle-encrusted idol that whispered in dreams and turned men mad. One by one, his crew succumbed to its influence, until only Gorruk remained, bloodied and alone. He cast the idol into the sea, but its curse lingered. Taking only the colors from his previous ship, Gorruk sails alone aboard his battered ship, The Mawless, drawn to Saltmarsh by rumors of unnatural tides, ghost ships, and ancient sea powers. He seeks redemption, revenge, and perhaps a crew brave enough to face the horrors that lurk beneath the waves.
DM for Dragons of Icespire Peak Pbp.
From what I understand the Eberron Forge of the Artificer is a lot better balanced class than the 2014 Tasha's... *shrug* I haven't really dug into it myself yet though.
This is a grimhollow character, adjusted to greyhawk setting. Think blood magick and horror. I should be able to share everything.
Ability scores: 13 16 17 14 9 14
Ability scores: 13 15 11 15 10 15
I'd be more clueless than you TBH. And I have very little of the content on beyond :3 So I'll take any suggestions, really, for what ever the DM allows.
just an unstable unicorn.
Ability scores: 9 10 10 14 8 17
Ability scores: 11 15 14 15 14 11
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Name: Darixa Begali
Species: Human
Background: Charlatan
Class: Bard
Potential-Subclass: College of the Moon (or alternate - College of Dance)
Character Sheet: Darixa Begali Character Sheet
Backstory: About all Darixa remembers of her childhood was living by the sea. It must have been somewhere in Eastern Flanaess, since that was where she found herself once she had a better idea of such things. She had an older sister, Ainura, who fled one day with her father. And soon after she boarded a ship with her mother. Not long after that she was passed to an "uncle" aboard The Tenacious Sparrow, while her mother traveled somewhere else. She never saw any of her family again. She grew up over the next few years on the ship and became relatively adept at helping out. She especially focused on learning about navigation. As she got older, she realized her "uncle" was not a typical merchant captain. Clearly a smuggler, he also seemed to get involved with various schemes. It was likely one of these schemes that led to his death. The ship was in port, and the girl in her very early teens was ashore on her own. When she came back, The Tenacious Sparrow was gone. Days later her "uncle's" body washed ashore. It wasn't too hard for her to make a few coins running con games. And though young, she eventually managed to get a spot on a ship crew. Since she knew her way around a ship, she was able to prove herself. During this time, she kept an ear out for any word of The Tenacious Sparrow or even the rest of her family. Hearing rumors of someone that might possibly be a matched to her sister Ainura in Saltmarsh, she had headed there a bit over a year ago. She's managed to get jobs as a navigator now and then to keep herself on her feet. But so far, she has had little new information about her family.
The only other clue to her family is a fragment of a beautiful song, written as musical notes on two pieces of parchment (trinket). It was these notes that spurred her interest in music. Life aboard ship and amongst the taverns ashore had given her plenty of time to learn to play music. A chance encounter with an elegant woman in one town just before she left for Saltmarsh, opened her awareness to the ability to affect the weave with her music. She had had a bit of magical training from her mother when quite young, so she knew just a tiny bit. But combining what she knew with what this woman had taught her, along with a bit of work on her own, has begun to show her new ways to use magic.
Extra credit:
Traditionalist/Loyalist/Other: In her time the past year in Saltmarsh, Darixa has found herself firmly siding with the Traditionalists. It is possibly in part due to some of the ships she's worked on leaning towards the smuggling trade. In general, she's most interested in seeing the crown pay less attention to the area.
Possible duty aboard a ship: From her early days she's been on ships. She's proficient with Water Vehicles and Navigator's Tools.
Long term story goal: Darixa has really little hope in her mind of actually finding any of her family. Not that that wouldn't be great. But she would like to just know what happened to them. And she'd also like to know what became of The Tenacious Sparrow. And maybe have a word with whoever killed her "uncle". Otherwise, she personally would not mind at some point having her own ship. And being able to make enough money to live comfortably.
Desired items or special rewards: any magical musical instrument (i.e. things like Instrument of the Bards or Rhythm-Maker's Drum), protective magic items, items to improve swimming or water breathing
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
@DM:
If you're OK with it, I'd love to flavor Hardtack as a simian. He'd look like this:
I don't think I need to change any of his stats.
Also, I forgot to address the extra credit ...
Traditionalist Loyalist or Other: Hardtack doesn't choose one over the other. He goes with the flow and tries to live in harmony with everybody. He does try to avoid the Scarlet Brotherhood.
Possible duty aboard a ship: cook or cook's assistant
Long term story goal: To find inner peace. Even unknown to him: To find the one responsible for his sister's death.
Desired items or special rewards: Eldritch Claw Tattoo and Slippers of Spider Climbing
Ability scores: 14 16 12 15 15 15
Ability scores: 13 16 12 15 12 15
A wizard is never late, nor is he early, he arrives precisely when he means to.
Name : Pip Pendergast
Species : Gnome (rock)
Background : Merchant
Class : Wizard (eventually, Illusionist)
Picture of Pip :
Backstory :
Pip is originally from Rastor in the Kron Hills, he learned all of the required material in engineering class as a lad, watchmaking, repair, etc... but this didn't hold much interest for him. He was always interested in casting sounds and visions for his own entertainment, learning what made his fellow gnomes tick, and how he could gain access to secrets and knowledge that was locked away. He was frankly more interested in magical means to achieve his ends rather than mechanical ones. And he had the itch to travel. He made his way south to the coast, always wondering what a life at sea would be like. Before he left Rastor, he lifted a small trinket from his maester's workshop, a small crystal that glowed when the moon was full. It reminded him of home, and it just seemed to stick to his fingers. He would break it out from time to time to focus his concentration, when he was struggling with a problem.
Pip has been conscripted at times to work aboard a local ship with a base of operation around Saltmarsh. He provides counsel to his Captain and advice about navigating current events, in additional to being the ship's "fixer" of any complex equipment. His captain and crew are loyalists, looking to grow the trade in the area and prevent war from breaking out from local brigands and traditionalists. Pip has a knack for seeing alternative solutions to sticky situations, or using his magic to help in unexpected ways. Pip hopes to learn more of his craft and evetually have a ship of his own, with a crew and time to investigate lands and treasure filled locations of his interest. Someday...
Character sheet : https://www.dndbeyond.com/characters/161787001/0PbrGc
Traditionalist - looking to spark trade, safe sea lanes, and avoid war.
Role on ship - he's the "fixer" of complex equipment, negotiator, and part good luck charm. He accompanies the crew on most landing parties.
Long term goal - to have his own ship, of course.
Desired items / special rewards - anything that could help his studies, spellbooks, any research, especially about illusions or charm spells. He has seen wands before and he is fascinated with them. Anything that could help him become a respectable wizard.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Etriel Darastrix
High Elf
Acolyte (since Etrile allows herself a period of reflection in the service of the goddess Sehanine Moonbow - see backstory)
Ranger as her first level. She will level up as Ranger / Sorcerer
Sorcerer Subclass will be Draconic Sorcery, Ranger Subclass will probably be Hunter
see quote, for rolls. After creation and proper adjustments, at first level they become: str 11, dex 17, con 16, int 9, wis 14, cha 16
(I emboldened the trinket and her longterm goal - very long term, since elves have very long lives).
Faenyll is the third born of the noble elven house of Laïlonell. Her father, Lord Soveliss Laïlonell, and her mother, Lady Sellenia Nondalynn, are noble and respected, within the elven community of the Hill of Living Stars (so called for the many fireflies that brighten the nights), in the Feywild. The child was likely to become another brilliant and respected noble member of the community, following in the footsteps of her father, who is very focused on his responsibilities to his people, or her mother, who is a patron with a keen artistic sensitivity. But the little girl, playing in the garden, one day sees an anthropomorphic White Rabbit, elegantly dressed, with a pair of thick glasses, running from one place to another, occasionally taking out a funny copper amulet from his pocket, which he holds to his ear and then exclaims, agitated: "It's late, it's late!"
Etriel, curious and amused, chases him to make friends, but in doing so she falls into a... passage that magically transports her to a completely different area of the Feywild. Initially totally uninterested in the little girl and her problems, the White Rabbit is eventually won over by the little girl's tender insistence and affection - and thus discovers thanks to her that valuing time, dedicating a little of it to those close to us, is the best way to stop worrying about how late it is. The White Rabbit, as a pledge of friendship, leaves his copper amulet - now that he has learned to value time, he no longer feels it as indispensable. Etriel thus comes of age among strongly magical creatures, mostly fey, but a copper baby-dragon (named Kraprum) too, who becomes a great friend and awakens in her a source of innate magic. And indeed, when Etriel is seized by the desire to rediscover her origins, and return to her family and the elves, Kraprum (now a Young dragon) accompanies her to the Hill of Living Stars, before parting with her and saying goodbye, arousing no little wonder... which pushes her to adopt, as her adult name, the nickname Etriel Darastrix ('Lady Dragon', the first word in evlish, the second in draconic).
Everyone is initially happy about the return of a member of the noble Laïlonell family who was thought to be lost, but it soon becomes clear that Etriel, having grown up far from the community, is no longer fully part of it... This is underlined both by her spontaneous magic that sometimes manifests itself (mostly harmlessly, with sudden multicolored spark showers, and by her point of view that is different from that of most of the community, and by the incredible desire to travel that she has left - perhaps because of the exceptional nature of the first 'journey' that had been so full of consequences (and, for the most part, of pleasant experiences).
Convinced that her people tend to isolate themselves too much and that things would be much better (both for the High Elves and for others) if they understood each other more, she allows herself a period of reflection in the service of the goddess Sehanine Moonbow (goddess of the moon, dreams, mysteries, secrets, travel/journeys; she is also the protector of the elven dead), at the end of which she decides to leave the Hill of Living Stars and the Feywild.
After all... before Corellon punished them, didn't the elves have the ability to transform into other creatures? And what greater sign of openness could there be? How can one, in fact, transform... into what one does not know? Etriel becomes more and more convinced that, if ever one day the elves will be able to recover this ability - and perhaps help all the other species to live together in peace in mutual understanding - it will be only after they have rediscovered the curiosity to know others... and the courage to explore, to go and look for them. The concept of 'travel', for Etriel, becomes more than just a great passion - it becomes a religion, a reason for living.
And so the wandering adventurer life of Etriel Darastrix begins... Arriving in Saltmarsh, she is much more impressed by the extensive travel possibilities that a job on a ship can guarantee (and intrigued by navigation, an activity she had never had to deal with in the Hill of Living Stars) rather than from the disputes between Traditionalists and Layalists, from which she tries, for now, to keep herself apart. She therefore begins by getting a job as a cartographer on a ship...
Desired items / special rewards: Well... ideally, something that can facilitate travel, given Etriel's vocation.Ability scores: 14 17 17 15 15 14
Ability scores: 16 16 13 12 12 13
Link to sheet on DnD Beyond
Name: Finnegan Taliesin (Friends/family call him Finn)
Species: Halfling
Background: Haunted One
Class: Rogue (Potential- Subclass: Arcane Trickster)
Trinket: see spoiler
Backstory: Finn isn't actually sure where he's from - his mother, a travelling bard, would entertain her young son with stories of their "homeland" and his father that grew ever-more intricate and adventurous - finally forcing the young Finn to realize that they were likely all Fanciful tales. The truth of his past and parentage may never be known and likely passed with his mother a few years back.
Without a true sense of home, Finn developed a wanderlust; though originally a landlubber, he has of late developed a fondness for ship life, and has taken to his assigned newest post in the crow's nest with ease - his smaller stature, climbing skill and sharp perception making him an ideal lookout.
Finn spends a great deal of time nervously looking over his shoulder when not engaged with others, though he wears an almost perpetual facade of happy carefree cockiness, often with an overlarge grin on his face. One has to look closer to realize the smile doesn't always quite reach his eyes. He fiddles often with an odd amulet he wears - a planchette from some obscure game carved with a raven's skull with a leather thong threaded though the opening. He seems both repelled by it, as though it is connected to something unpleasant, yet oddly reluctant to let it out of his sight.
If pressed (and inebriated), Finn will let slip a few haunting details from his past; an adventuring party of friends gone wrong, of which he is the only survivor; a fool's errand of a mission they were unprepared for; and messing with forces they didn't understand and couldn't command - and may be still hunting for him, hence his need to be always on the move. Whether he escaped a similar fate as his former friends through skill, stealth, by virtue of his size or just plain luck Finn isn't sure - though sometimes he's not sure he is the lucky one. (He can sometimes be heard muttering to himself in his sleep, "Harder for it to track over open water..." - often immediately followed by nightmares he never speaks of.)
In the relatively short time he's been a denizen of the Saltmarsh region, Finn has become a Traditionalist - he's never found the interference of the Crown or the more powerful to be beneficial. His long-term goal is perhaps a bit vague, but important to him nonetheless - he wishes to feel safe. To that end, Finn desires to gain magical abilities and/or items he can use to protect himself (and his friends), and ward off anything not easily met with sword and shield. (Surrounding himself with potent allies also doesn't hurt...)
I used a trinket from the haunted one table for my background - A planchette etched with raven skulls. if that doesn't work, alternately A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it, from the PHB table of trinkets can serve the same purpose. Or if the trinket in the background is in addition to the one the DM asks for in the opening post, both would make sense; the planchette an earlier acquistion, the idol at the scene of his party's demise.
If your boyfriend asks you to join his game, he really likes you ... and also, he needs a healer.
Been a bit since I've done this, but I think a new game could be fun! Not super well-versed on Greyhawk and that, but willing to give it a shot!
Ability scores: 12 15 12 13 15 13
Ability scores: 16 12 12 14 13 13
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, but now everything's good and I'm trying to get into more games!
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum: The Popular Paladin, Aasimar Noble, Level 5 Paladin of Redemption;
Hope to see you around!
Ability scores: 11 12 11 15 14 17
Ability scores: 13 13 11 17 12 12
It has been almost a year since Arman left & Jaman fears for his brothers fate.
Some local dwarves have taken a liking to the young man, giving him work and teaching him a trade but Jaman dreams of commanding his own ship, returning to the Holds and finding the fate of his family.
https://www.dndbeyond.com/characters/161992246
Ability scores: 15 14 16 14 15 15
Ability scores: 11 15 17 14 11 15
DM: Hoard of the Dragon Queen Adventure, Dragons of Stormwreck Isle and even more dragons
Maximus is a mountain of a man, weathered by salt and sorrow. He wears a heavy, blood-red captain’s overcoat over a suit of blackened plate armour. His dark hair is kept short, and his eyes are constantly scanning for threats or targets. He carries a heavy, serrated Scimitar and a Hand Crossbow that he maintains with religious obsession. Around his neck hangs a silver ring on a cord, a constant reminder of what he lost.
Once a decorated officer of the Keoland Navy, Maximus Kraye had traded the thunder of broadsides for a quiet life in Saltmarsh. He was set to retire alongside his fiancée, Samira, a shipwright whose talent was the talk of the coast. But those dreams were reduced to ash the night the pirate lord known as 'The Iron Hook' raided the docks. Maximus arrived at the harbour only to be met by a wall of flame, watching helplessly as the shipyard collapsed with Samira still inside.
When the smoke cleared, Maximus demanded justice from the Navy he had served for decades. Instead, he was met with red tape and a cold bureaucracy that promised a trial in years, not days. Heartbroken and driven to the edge of madness by grief, Maximus realized that the King’s law was too slow for a man with a burning soul.
Abandoning his commission, he took up his gear and adopted the name 'Fortune' as a bitter, ironic jab at the luck that had deserted him. He vanished into the sea-mist for years, a ghost hunting for blood. Now, the fog has brought him back to Saltmarsh. Rumours say the Iron Hook’s associates are trading in the shadows of the town, and Maximus is here to ensure that this time, justice isn't debated -- it's delivered.
Trinkets:
A silver locket containing Samira's portrait that he carries next to his heart, and a simple silver band worn on a leather cord around his neck which is the wedding ring he never got to give her.
I also decided to roll a d100 and got this - 57 An indecipherable treasure map
Faction: Other (Self-Interest / Pirate Hunter). He views the Loyalists as slow and the Traditionalists as blind, so he plays both sides. He uses Loyalist resources to fund his hunts and Traditionalist secrets to find the best coves. He is his own faction.
Ship Duty: Captain / Master-at-Arms. He excels at tactical boarding and keeping a crew disciplined under fire.
DM: Hoard of the Dragon Queen Adventure, Dragons of Stormwreck Isle and even more dragons
About a week left for submissions. I have so many incredible characters and stories to choose from. Some players I’ve read their other PBPs and wow it’s humbling when you consider yourself a novice or beginner level DM. Needless to say thank you all.
Just to reiterate I plan on this being a Week-end PBP Friday-Saturday-Sunday (I may post more but will focus on posting week-ends specifically)
Ever wonder what it would be like to be a bear?
Wow, what an all-star cast of applicants! How can I not?
Ability scores: 13 18 17 15 15 14
Ability scores: 11 15 10 11 12 13
How does a red dragon blow out the candles on its birthday cake?
Welcome to the party! Many familiar faces littering this thread…