Hello, I am running the pre-made dungeon The Forge of Fury from the Tales from the Yawning Portal. The adventure starts in the town of Blasingdell, where orc raids have become just a part of life. I'm looking for five players for this dungeon, If you are interested and want to join, roll twice for stats in the comments. (No rerolling 1s) After that, make your character, using which ever stats you like the most, and put your character's class, race, name, backstory, and a link to your character sheet.
Character rules
- Characters start at level 3
- UA is allowed
- If you want to use homebrew then put a link to the homebrew you would like to use so I could check if it is balanced
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Lurrinthis grew up in a family of minor nobility in Waterdeep. On the surface (to the public) it appeared that he served as an officer in the city guard of Waterdeep. But his true position was serving as a member of an small force that rooted out the more infernal threats to the city. He was trained by the mages of the city alongside elite rangers to develop his niche skillset.
Lurrin's skills are specifically being developed to find and kill demons and devils. He is also learning to sense and track portals to other planes of existence so that he can find threats when they are still new and eliminate the source. He is not officially still in the force but has maintained ties with his former officer and those he served with in case they need his help. Since leaving service he has taken up adventuring but always finds himself back in his home of Waterdeep and will forever answer the call to defend her if need be.
Lurrinthis is a stern individual who probably comes across more stuffy and stiff than he actually is. He takes his work to protect and serve very seriously and that can come across as arrogant and uptight.
Goals- Character goal- He sees himself as an officer and would like to become a better leader and attain power in a ranger organization. He wants this power because he feels he can make a positive impact on peoples lives and not because he is power hungry in a greedy sort of manner. Player goal- I want Lu to become less black and white and start to see the shades of gray that make up life. Not a complete shift away from being Lawful but less rigid as a person.
Secrets-
(he doesn't know)- His elder brother (possibly father would be good here too) who now runs the family business is in thrall to a demon.
(he does know)- in the past the human part of his family had served an (evil god or demon) and this is why he is so steadfast and adamant about following his code. He secretly fears that he is susceptible to being corrupted.
Character Name: Richter Oristien Race: Fallen Aasimar Class(es): Bard (3) Subclass(es): College of Spirits Background: Gambler Backstory: Richter is a gambler and quite proud of it. He would even boldly claim to be a chosen of Tymora, and that in winning so much, it was simply a matter of course to punish those who needed a comeuppance. Or for the really bold ones to dare try to secretly ply both her and Bashaba, the goddess of misfortune, for miracles in their favor, unmask and coordinate their absolute destruction. And who could doubt him or whatever origin story he spilled given the immaculate beauty, blue-skinned, and ability to heal at just a touch without any formal prayer?
Yet there are two sides to every coin. In truth, he didn't really care about delivering punishment, or guiding his fellow man. He was something of a runaway from some noble family blessed long ago by some other god. And who by tradition, those born with particularly potent divine gifts always had their life from then on planned for them. No matter how much they may have personally longed for another as they grew up. He even thought to outrun the guiding signs and voice of an angelic guardian. Who in their quieting after a long time, he thought to have succeeded in that as well, severing all ties.
Then, one day, confident of his ability to out play anyone, there came to the City of Waterdeep a peculiar tiefling. One that sought him out specifically for game, having heard much of the gambler's exploits. Richter no longer remembers the exact terms of their deal, or what the game entailed. He only remembers playing a casual game and some joke about 'spirits' being added to the stakes. Since that day his fortunes changed for the worse. Not only did he occasionally hear the whisper of spirits in almost every waking moment, but in ignoring them for too long, he found his focus splintered and losing every game. Confused, fearful, and soon nearly broke from stubbornly keeping at his main livelihood, but without any means of tracking down the mysterious tiefling, he fled to Blasingdell, hoping old friends made from during his runaway days might put him up for a while as he sorted himself out.
This post has potentially manipulated dice roll results.
Ability scores: 8101315911
Ability scores: 14710151413
Name: Gebbo Race: Bugbear Class: Way of the Kensei Monk Background: Mercenary Veteran Brief Backstory: Gebbo was raised amongst the mercenaries of The Chill. In an attempt to better live alongside of the humans of the north, Gebbo and a few others were raised in a very strict environment, impressing in them a sense of orderliness and obedience to the law. Though it came hard to them all, Gebbo eventually excelled at it, and applied the same techniques to his weapons and combat training, eventually developing an unarmored style of fighting focused more on skill and speed than brute strength. His technique and regimented behavior has suited him well, he's been successful in battle and, though not earning their trust, has at least been able to lessen the active distrust of their human neighbors.
Backstory: 1,264 years ago, an elven necromancer known as Aestrinomarovix the Undying ruled over the land with an iron fist. Any who opposed him would join his ever-growing legion of undead minions. Through his dedication to the necromatic arts, he drew the attention of Orcus, Demon Lord of the Undead. Orcus shared with him the secrets of becoming a lich.
Aestrinomarovix spent the next few years gathering supplies and preparing to finally overcome death by transforming himself into a lich. On the night that the ritual was to take place, a group of adventurers stormed his citadel. Unconcerned about their presence, the necromancer commenced with the ritual. As it approached the pinnacle with immortality within his grasp, the adventurers burst into his inner sanctum after defeated his defences. Desperate, they managed to damage his phylactery the exact same moment the ritual was completed. Aestrinomarovix was defeated, his body annihilated and spirit scattered. The whole land celebrated the death of the tyrant.
A few miles away, a child was born at the same time. Aestrinomarovix's spirit, albeit damaged, managed to latch on to that child and pushed out the infant's soul and replaced it with his own. When he crossed into the child, he lost all of his memories. The child grew up normally until he reached the age of 13. On the night of his birthday, Aestrinomarovix's soul rekindled his memories and regained his power. He came back in full force and tried to take control of the land again, but was once again killed and defeat. Since his ritual was technically perfect during his first life, his soul would find a suitable container like it would with a normal lich when it died. Since he didn't have his phylactery, his soul would find the best best thing: an infant. This cycle would continue on and on, earning him the moniker of The Undying.
However, every time he would die, parts of his soul would be destroyed. He would return with less power and memories with every reincarnation.
Coming to the modern time, Melcore Burrell was born in a small fishing village a few hours travel from Luskan. This fishing village was very tightly-knit. The little inlet that the village was built in was surrounded by jagged rocks and rough waters that made it impossible for large fishing boats to come through. However, small fishing boats were perfect for fishing the bountiful bays. They would go out every morning and catch fish for hours before they would sail their catches to Luskan to sell in the market.
Melcore was a bright child. He could start talking by age 1 and could read by the time he was two and a half. His problem solving skills were impressive and his keen mind amazed the little village. Deciding that being a lowly fisherman was wasting his talents, the village saved their income for almost a year until they had enough money to send him to become a wizard at the Hosttower of the Arcane in Luskan on his thirteenth birthday. The night of his birthday as he slept, he was troubled by a particularity potent nightmare, but nothing more.
The next morning, he said his goodbies to village as he sailed to Luskan with money in tow. The Hosttower of the Arcane was impressed with his talents and allowed him entry. He learned magic for the next 8 years as knowledge was pounded into him. While he was there, he took a liking to history. He joined a group of historian in the Hosttower. There, he learned of their specialized form of wizardry called the Order of the Scribe.
Shortly after graduating, he was troubled one night by a dream. In this dream, he was a dark tyrant ruling over the land. When he awoke, he couldn't stop thinking on how realistic this dream was. The next night brought a similar dream that was also incredibly realistic. He began to suspect that there is more to him than he originally thought. He struck out to become an adventurer to grow in arcane prowess as he would gain experience and knowledge. In the back of his mind, he is always thinking, "Who am I?"
Background: Living as a half-orc in an area frequented by orc raids has been... difficult. This unfortunate circumstance, combined with his propensity for wild surges of emotion and raw arcane power that have followed him since childhood, have made Marak something of an isolated loner in the town of Blasingdell. However, Marak is determined to show these people that not all orc-kin are bad. He has proven himself to be a more than capable warrior as he serves in the fighting force cobbled together in an attempt to fend off the constant raids. Now, he has decided that something more needs to be done and is planning on joining the group sent to explore this dungeon in the hopes of finding something that can defeat the raiding orcs once and for all.
Character Name: Ronin Character Race: Warforged Character Class: Fighter (Samurai) Character Alignment: Lawful Neutral Character Background: Mercenary Veteran Character Backstory: An artificer in Neverwinter studied Golemancy and specialized in constructing and animating iron golems. The artificer felt that they could create a living, sentient golem. Thus, they orchestrated the blueprint and schematics of a Warforged. Golemancy was, at the time, considered a dying magic. The artificer was judged heavily by his peers for studying this school of magic.
Ronin, in this case, was one of a select few of prototypes. The artificer wanted his Warforged to learn fighting styles and spellcasting since typical golems were incapable of such feats. He hired adventurers who would be willing to participate in his studies. The artificer applied their techniques and mannerisms to each individual Warforged. That's when the artificer realized he was creating his own family, while his peers thought he was creating an army.
Ronin was programmed to fight like a samurai, and therefore was named Ronin, a samurai without a master. Among the other Warforged, the artificer was training Ronin to be a bodyguard until the artificer's laboratory was raided and destroyed by the envious peers. The artificer was reluctant to share his schematics with his peers and was deemed a threat by the Neverwinter nobles. Ronin's siblings and the artificer were captured but Ronin was the only one that managed to escape.
It was difficult for Ronin to navigate Neverwinter as a living golem. It took several weeks of hiding and evading his pursuers to exit Neverwinter. This was when he began to explore the Sword Coast in search of a new purpose. Ronin struggled to fit in anywhere since the concept of Warforged was alien to most folks. Ronin wishes to return to Neverwinter one day when his fighting style is optimized to look for his creator and his Warforged siblings. Character Sheet:https://ddb.ac/characters/18756983/HWOYAO
If I get selected for this campaign, then I'll make the necessary adjustments to his character sheet. Keeping his character sheet standard otherwise.
I'm still building the backstory, and I still need to add the Background option (I don't have access to Entertainer... yet; will figure out a work-around).
Background added, backstory added!
I was able to add the Entertainer background by creating the character in a campaign where that DM enabled content sharing of source materials. In order to join this campaign, I'd appreciate the same kindness; if that's not possible, please PM me.
Backstory: Born the Fourth daughter of the fourth Mother in a long line of wizards, Mardneb, who wanted for nothing more than to follow in the footsteps of her father, a fairly renowned cook, was eventually dragged into the world of wizardry to fulfill a most ancient tradition. However, as it had been a time since the family practiced and performed spells greater than cantrips, Mardneb would instead be left under the eventual tutelage of an old hobgoblin war wizard and retired mercenary that owed the family an old debt.
And much to her chagrin, she did have a knack for it. So much so, than when an ancient foe of the family got word, she was kidnapped and whisked far from home. It would be years before she ever saw the sword coast again. But whereas others would've been in despair, she came to realize that the old foe had been, in fact, another Marzezz turned Flaming Skull ages ago, and who in accidentally breaking the binds of guardianship, had been set free. Albeit as a result of a misunderstanding, this old kin had been branded so. In as much a hope as to rekindle ties as it was to somehow fix what happened without passing on, Mardneb had been recruited, a pact made, and with her uncomfortably acting as their ancestor's "face" in the world, set out to acquire as much money, knowledge, and interesting magical items to put the plan in to motion. For while her ancestors had others minions and mercernaries, the bond of blood (or so the ancient said), made her a far more trustworthy.
Curerntly: Player In: Gimmond: Dwarf Fighter-2024 Arena(DM'd by Swiftgale) Lokk: Orc Rogue-Lost Mines of Phandelver: Shattered Obelisk(DM'd By Shieldhero)
Previously:
Player In: Xeno: Simic Hybrid Wizard/Artificer-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired) Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
DM In: Lost Mines of Phandelver (Formerly run by Ceekay77) - Completed
This post has potentially manipulated dice roll results.
Ability stats: Ability scores: 127711158
Ability stats: Ability scores: 11127141210
Name: Gorm Diabhal
Race: Feral Tiefling
Class: Monk (Way of Shadow)
Background: Urban Bounty Hunter
Backstory (adjustable to fit if needed):
Gorm Diabhal never knew anything but the Crimson Guild. As the story goes, one of the guilds burglars tripped over the baby Tiefling while fleeing from a job. They picked up what they dropped and was about to punt whatever had tripped them up when they noticed that it was a baby wrapped up in a black robe. This particular baby had alabaster skin and blue tufts of hair upon their head and little nubby horns just starting to poke out from their forehead. Not one known for sentiment, this thief took the baby back to the guild anyway, thinking perhaps they could ransom the child, or sell it, or something...
Instead Gorm became a bit of a pet for the guild with everyone taking turns taking care of her. As she grew older she changed into a bit of a mascot, then a bit of an apprentice and eventually, when Tinya Tabashil recognized her skills, she eventually was trained to be an enforcer for the group. Gorm Diabhal was happy enough with her life growing up, she knew very little else and had no reason to learn... But as Gorm grew into adulthood and started making more and more friends outside of the guild, and this coinciding with the guild wanting her to do darker and darker deeds, Gorm decided it was time to leave.
Gorm left the city and played the role of wanderer and vagabond for a while, going town to town, up and down the road. Gorm had decided to try the other side of the street, to put the Crimson Guild behind her and try her hand at doing something... honorable? Well, legal at least. One step at a time...
This post has potentially manipulated dice roll results.
Ability scores: 1098698
Ability scores: 1251015910
Name: Elinar
Race: Half-Elf
Class: Rogue Scout
Background: Far Traveler
Backstory: Elinar's used to making his own way in the world. He left home at an early age after one of his father's shadier business deals fell through and -- well, hostile takeover was maybe not an illustrative enough term. He's much better off providing for himself, and relying on no one. He's managed to make a living as an advance man: you give him an advance, and he'll find what you're looking for. Getting it's a separate payment. Telling someone else how to get it costs less, and puts him less at risk, so most employers are willing to compromise. But if the money's right, he'll go all the way for the right employer.
Hello, I am running the pre-made dungeon The Forge of Fury from the Tales from the Yawning Portal. The adventure starts in the town of Blasingdell, where orc raids have become just a part of life. I'm looking for five players for this dungeon, If you are interested and want to join, roll twice for stats in the comments. (No rerolling 1s) After that, make your character, using which ever stats you like the most, and put your character's class, race, name, backstory, and a link to your character sheet.
Character rules
- Characters start at level 3
- UA is allowed
- If you want to use homebrew then put a link to the homebrew you would like to use so I could check if it is balanced
- All main D&D content is allowed
I am looking forward to seeing the applications!
Ability scores: 12 18 14 15 13 16
Ability scores: 11 14 14 10 15 16Ability scores: 12 11 10 17 3 8Ability scores: 12 17 15 15 14 11Ability scores: 6 11 12 17 14 14
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Ability scores: 16 13 14 14 14 11
Ability scores: 8 6 7 14 9 8Grimm
Level 3 half elf Paladin under the Oath of Vengeance
LInk: https://ddb.ac/characters/35304250/kQR1Jv
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneAbility scores: 17 11 15 15 10 9
Ability scores: 11 15 14 15 9 14Wow, never seen a 3 before!Name: Lurrinthis Vannidal, https://ddb.ac/characters/34293396/A6edXN
Race/Class: Half-elf, Ranger (Horizon Walker)
Background: Knight
Backstory:
Lurrinthis grew up in a family of minor nobility in Waterdeep. On the surface (to the public) it appeared that he served as an officer in the city guard of Waterdeep. But his true position was serving as a member of an small force that rooted out the more infernal threats to the city. He was trained by the mages of the city alongside elite rangers to develop his niche skillset.
Lurrin's skills are specifically being developed to find and kill demons and devils. He is also learning to sense and track portals to other planes of existence so that he can find threats when they are still new and eliminate the source. He is not officially still in the force but has maintained ties with his former officer and those he served with in case they need his help. Since leaving service he has taken up adventuring but always finds himself back in his home of Waterdeep and will forever answer the call to defend her if need be.
Lurrinthis is a stern individual who probably comes across more stuffy and stiff than he actually is. He takes his work to protect and serve very seriously and that can come across as arrogant and uptight.
Goals- Character goal- He sees himself as an officer and would like to become a better leader and attain power in a ranger organization. He wants this power because he feels he can make a positive impact on peoples lives and not because he is power hungry in a greedy sort of manner. Player goal- I want Lu to become less black and white and start to see the shades of gray that make up life. Not a complete shift away from being Lawful but less rigid as a person.
Secrets-
(he doesn't know)- His elder brother (possibly father would be good here too) who now runs the family business is in thrall to a demon.
(he does know)- in the past the human part of his family had served an (evil god or demon) and this is why he is so steadfast and adamant about following his code. He secretly fears that he is susceptible to being corrupted.
Uldran Sporebringer | Lvl 2 Dwarf Druid | Stonebound
Allorian Silverfin | Lvl 1 Rogue | Gillesburg
Ability scores: 11 16 12 14 15 12Ability scores: 12 13 10 9 7 5Placeholder. Attaching character soon.I am withdrawing my application. Good luck on all your future adventures!
Ability scores: 17 14 11 11 10 15
Ability scores: 12 12 13 18 12 18
Ability scores: 13 10 9 15 14 11.
Ability scores: 14 12 5 13 12 15.Assigned Ability Scores: Str(9-10) Dex(13) Con(13) Int(13) Wis(12) Cha(14-16)
Character Sheet Link: https://ddb.ac/characters/35365796/rffBvK
Character Name: Richter Oristien
Race: Fallen Aasimar
Class(es): Bard (3)
Subclass(es): College of Spirits
Background: Gambler
Backstory:
Richter is a gambler and quite proud of it. He would even boldly claim to be a chosen of Tymora, and that in winning so much, it was simply a matter of course to punish those who needed a comeuppance. Or for the really bold ones to dare try to secretly ply both her and Bashaba, the goddess of misfortune, for miracles in their favor, unmask and coordinate their absolute destruction. And who could doubt him or whatever origin story he spilled given the immaculate beauty, blue-skinned, and ability to heal at just a touch without any formal prayer?
Yet there are two sides to every coin. In truth, he didn't really care about delivering punishment, or guiding his fellow man. He was something of a runaway from some noble family blessed long ago by some other god. And who by tradition, those born with particularly potent divine gifts always had their life from then on planned for them. No matter how much they may have personally longed for another as they grew up. He even thought to outrun the guiding signs and voice of an angelic guardian. Who in their quieting after a long time, he thought to have succeeded in that as well, severing all ties.
Then, one day, confident of his ability to out play anyone, there came to the City of Waterdeep a peculiar tiefling. One that sought him out specifically for game, having heard much of the gambler's exploits. Richter no longer remembers the exact terms of their deal, or what the game entailed. He only remembers playing a casual game and some joke about 'spirits' being added to the stakes. Since that day his fortunes changed for the worse. Not only did he occasionally hear the whisper of spirits in almost every waking moment, but in ignoring them for too long, he found his focus splintered and losing every game. Confused, fearful, and soon nearly broke from stubbornly keeping at his main livelihood, but without any means of tracking down the mysterious tiefling, he fled to Blasingdell, hoping old friends made from during his runaway days might put him up for a while as he sorted himself out.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Vogan - [Goliath-Hill]Bard - ???(A Dungeon-Delving Campaign Group C)
Jack Vicvan - [Eladrin]Warlock - Archfey
Ability scores: 8 10 13 15 9 11
Ability scores: 14 7 10 15 14 13Name: Gebbo
Race: Bugbear
Class: Way of the Kensei Monk
Background: Mercenary Veteran
Brief Backstory: Gebbo was raised amongst the mercenaries of The Chill. In an attempt to better live alongside of the humans of the north, Gebbo and a few others were raised in a very strict environment, impressing in them a sense of orderliness and obedience to the law. Though it came hard to them all, Gebbo eventually excelled at it, and applied the same techniques to his weapons and combat training, eventually developing an unarmored style of fighting focused more on skill and speed than brute strength. His technique and regimented behavior has suited him well, he's been successful in battle and, though not earning their trust, has at least been able to lessen the active distrust of their human neighbors.
Name: Melcore Burrell
Race: Human, variant (Shadow-Touched feat)
Class: Wizard, Order of the Scribe
Ability scores: 17 12 14 11 12 14Ability scores: 14 11 7 16 12 11
Those were both terrible :)
Background: Customized Sailor
Backstory: 1,264 years ago, an elven necromancer known as Aestrinomarovix the Undying ruled over the land with an iron fist. Any who opposed him would join his ever-growing legion of undead minions. Through his dedication to the necromatic arts, he drew the attention of Orcus, Demon Lord of the Undead. Orcus shared with him the secrets of becoming a lich.
Aestrinomarovix spent the next few years gathering supplies and preparing to finally overcome death by transforming himself into a lich. On the night that the ritual was to take place, a group of adventurers stormed his citadel. Unconcerned about their presence, the necromancer commenced with the ritual. As it approached the pinnacle with immortality within his grasp, the adventurers burst into his inner sanctum after defeated his defences. Desperate, they managed to damage his phylactery the exact same moment the ritual was completed. Aestrinomarovix was defeated, his body annihilated and spirit scattered. The whole land celebrated the death of the tyrant.
A few miles away, a child was born at the same time. Aestrinomarovix's spirit, albeit damaged, managed to latch on to that child and pushed out the infant's soul and replaced it with his own. When he crossed into the child, he lost all of his memories. The child grew up normally until he reached the age of 13. On the night of his birthday, Aestrinomarovix's soul rekindled his memories and regained his power. He came back in full force and tried to take control of the land again, but was once again killed and defeat. Since his ritual was technically perfect during his first life, his soul would find a suitable container like it would with a normal lich when it died. Since he didn't have his phylactery, his soul would find the best best thing: an infant. This cycle would continue on and on, earning him the moniker of The Undying.
However, every time he would die, parts of his soul would be destroyed. He would return with less power and memories with every reincarnation.
Coming to the modern time, Melcore Burrell was born in a small fishing village a few hours travel from Luskan. This fishing village was very tightly-knit. The little inlet that the village was built in was surrounded by jagged rocks and rough waters that made it impossible for large fishing boats to come through. However, small fishing boats were perfect for fishing the bountiful bays. They would go out every morning and catch fish for hours before they would sail their catches to Luskan to sell in the market.
Melcore was a bright child. He could start talking by age 1 and could read by the time he was two and a half. His problem solving skills were impressive and his keen mind amazed the little village. Deciding that being a lowly fisherman was wasting his talents, the village saved their income for almost a year until they had enough money to send him to become a wizard at the Hosttower of the Arcane in Luskan on his thirteenth birthday. The night of his birthday as he slept, he was troubled by a particularity potent nightmare, but nothing more.
The next morning, he said his goodbies to village as he sailed to Luskan with money in tow. The Hosttower of the Arcane was impressed with his talents and allowed him entry. He learned magic for the next 8 years as knowledge was pounded into him. While he was there, he took a liking to history. He joined a group of historian in the Hosttower. There, he learned of their specialized form of wizardry called the Order of the Scribe.
Shortly after graduating, he was troubled one night by a dream. In this dream, he was a dark tyrant ruling over the land. When he awoke, he couldn't stop thinking on how realistic this dream was. The next night brought a similar dream that was also incredibly realistic. He began to suspect that there is more to him than he originally thought. He struck out to become an adventurer to grow in arcane prowess as he would gain experience and knowledge. In the back of his mind, he is always thinking, "Who am I?"
DM- Azalin's Doom
DM- Surviving the Unsurvivable
i think im too late, but here goes
Ability scores: 10 5 9 14 11 7
Ability scores:
9 16 16 8 15 11will send character sheet when finnished
oof, my rolls are terrible
I am an average mathematics enjoyer.
>Extended Signature<
Ability scores: 16 18 15 13 15 14
Ability scores: 12 9 15 7 10 9
Name: Marak
Race: Half-Orc
Class: Barbarian (Path of the Wild Soul)
Background: Soldier
Background: Living as a half-orc in an area frequented by orc raids has been... difficult. This unfortunate circumstance, combined with his propensity for wild surges of emotion and raw arcane power that have followed him since childhood, have made Marak something of an isolated loner in the town of Blasingdell. However, Marak is determined to show these people that not all orc-kin are bad. He has proven himself to be a more than capable warrior as he serves in the fighting force cobbled together in an attempt to fend off the constant raids. Now, he has decided that something more needs to be done and is planning on joining the group sent to explore this dungeon in the hopes of finding something that can defeat the raiding orcs once and for all.
https://www.dndbeyond.com/profile/Me_link/characters/35017122
Backstory, name, and all that stuff is in the sheet
I am an average mathematics enjoyer.
>Extended Signature<
Ability scores: 13 13 15 15 10 10Ability scores: 14 17 8 10 11 14
Character Name: Ronin
Character Race: Warforged
Character Class: Fighter (Samurai)
Character Alignment: Lawful Neutral
Character Background: Mercenary Veteran
Character Backstory: An artificer in Neverwinter studied Golemancy and specialized in constructing and animating iron golems. The artificer felt that they could create a living, sentient golem. Thus, they orchestrated the blueprint and schematics of a Warforged. Golemancy was, at the time, considered a dying magic. The artificer was judged heavily by his peers for studying this school of magic.
Ronin, in this case, was one of a select few of prototypes. The artificer wanted his Warforged to learn fighting styles and spellcasting since typical golems were incapable of such feats. He hired adventurers who would be willing to participate in his studies. The artificer applied their techniques and mannerisms to each individual Warforged. That's when the artificer realized he was creating his own family, while his peers thought he was creating an army.
Ronin was programmed to fight like a samurai, and therefore was named Ronin, a samurai without a master. Among the other Warforged, the artificer was training Ronin to be a bodyguard until the artificer's laboratory was raided and destroyed by the envious peers. The artificer was reluctant to share his schematics with his peers and was deemed a threat by the Neverwinter nobles. Ronin's siblings and the artificer were captured but Ronin was the only one that managed to escape.
It was difficult for Ronin to navigate Neverwinter as a living golem. It took several weeks of hiding and evading his pursuers to exit Neverwinter. This was when he began to explore the Sword Coast in search of a new purpose. Ronin struggled to fit in anywhere since the concept of Warforged was alien to most folks. Ronin wishes to return to Neverwinter one day when his fighting style is optimized to look for his creator and his Warforged siblings.
Character Sheet: https://ddb.ac/characters/18756983/HWOYAO
If I get selected for this campaign, then I'll make the necessary adjustments to his character sheet. Keeping his character sheet standard otherwise.
DM: Waterdeep: Dragon Heist
Fergal Mallehendri, Moon Elf Bard
I'm still building the backstory, and I still need to add the Background option (I don't have access to Entertainer... yet; will figure out a work-around).Background added, backstory added!
I was able to add the Entertainer background by creating the character in a campaign where that DM enabled content sharing of source materials. In order to join this campaign, I'd appreciate the same kindness; if that's not possible, please PM me.
Curerntly:
Player In:
Gimmond: Dwarf Fighter-2024 Arena(DM'd by Swiftgale)
Lokk: Orc Rogue-Lost Mines of Phandelver: Shattered Obelisk(DM'd By Shieldhero)
Previously:
Player In:
Xeno: Simic Hybrid Wizard/Artificer-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77) - Completed
Ability stats: Ability scores: 12 7 7 11 15 8
Ability stats: Ability scores: 11 12 7 14 12 10
Name: Gorm Diabhal
Race: Feral Tiefling
Class: Monk (Way of Shadow)
Background: Urban Bounty Hunter
Backstory (adjustable to fit if needed):
Gorm Diabhal never knew anything but the Crimson Guild. As the story goes, one of the guilds burglars tripped over the baby Tiefling while fleeing from a job. They picked up what they dropped and was about to punt whatever had tripped them up when they noticed that it was a baby wrapped up in a black robe. This particular baby had alabaster skin and blue tufts of hair upon their head and little nubby horns just starting to poke out from their forehead. Not one known for sentiment, this thief took the baby back to the guild anyway, thinking perhaps they could ransom the child, or sell it, or something...
Instead Gorm became a bit of a pet for the guild with everyone taking turns taking care of her. As she grew older she changed into a bit of a mascot, then a bit of an apprentice and eventually, when Tinya Tabashil recognized her skills, she eventually was trained to be an enforcer for the group. Gorm Diabhal was happy enough with her life growing up, she knew very little else and had no reason to learn... But as Gorm grew into adulthood and started making more and more friends outside of the guild, and this coinciding with the guild wanting her to do darker and darker deeds, Gorm decided it was time to leave.
Gorm left the city and played the role of wanderer and vagabond for a while, going town to town, up and down the road. Gorm had decided to try the other side of the street, to put the Crimson Guild behind her and try her hand at doing something... honorable? Well, legal at least. One step at a time...
Character Sheet: https://ddb.ac/characters/29857782/I3A7ED
Ability scores: 9 8 7 11 7 14
Ability scores: 9 12 15 12 13 11
Ability scores: 10 9 8 6 9 8
Ability scores: 12 5 10 15 9 10Name: Elinar
Race: Half-Elf
Class: Rogue Scout
Background: Far Traveler
Backstory: Elinar's used to making his own way in the world. He left home at an early age after one of his father's shadier business deals fell through and -- well, hostile takeover was maybe not an illustrative enough term. He's much better off providing for himself, and relying on no one. He's managed to make a living as an advance man: you give him an advance, and he'll find what you're looking for. Getting it's a separate payment. Telling someone else how to get it costs less, and puts him less at risk, so most employers are willing to compromise. But if the money's right, he'll go all the way for the right employer.
Character sheet: https://ddb.ac/characters/35331781/zjZbpT
Birgit | Shifter | Sorcerer | Dragonlords
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