This post has potentially manipulated dice roll results.
Ability scores: 1591410816
Below 70
Ability scores: 109814158
and again
Ability scores: 121210101413
Uzolai - Human v (skilled) - Monk - Hermit
Uzolai isn’t one to feel at home with the cultured, civilized places of the world. He seeks perfection, and attunement with the world, and his high minded drive often makes people uncomfortable. The folks in Ten Towns don’t seem to mind as much, though. To them, just one more crazy living outside of town. Some of them know he’s a good friend when you need someone to go looking for a lost kid or a missing gold panner out in the wilds, but he’s not invited to dinner often. He’s just too... apart.
Marlow (a human monk) is, by all outward appearances, a former sailor, an itinerant traveller, & (poor) trader of salt & dried fish.
Sold from his village on the coast at the age of 14, he spent 10 years before the mast as able-bodied sailor & cook. The ship ran all sorts of commodities - indigo, salt, rum. But the ship was taken & he was put to the oar for 7 long years until the ship was lost in a typhoon & he washed up emaciated on a foreign coast where he was taken in at a lonely monastery. By dint of his background in the kitchens he was given shelter & taught their ways. The years passed & monks from his monastery began to go out into the world, setting up new monasteries & trading. One such new abbot (Kurtz), though, stepped off the path. Corrupted by power - and now more of a warlock - Kurtz is bringing dishonor to their good name and he must be stopped. Marlow has given this task and word has made it to him that Kurtz may be up amongst Ten Towns.
Backstory: (I added in a reason why he would be in Ten-Towns to the end of his backstory)
Allorian was born into a family with money. His parents are part of the Jewelers Guild and are quite well off. As a child and then young man Allorian showed no skill in crafting jewelry but he was excellent at reading people, which made him ideal for making deals when trading precious metals and gems for the family business. Despite his young age the other tradesman soon realized that lying to Allorian was not a good option. Behind the scenes of the family's business Allorian excelled at making sure the books were correct and he could ferret out the smallest extortion/embezzlement. The Guild realized his talents and he started working as an investigator for other craftsman in addition to his family, building quite the reputation for extracting the truth of any situation. Allorian has recently traveled to Ten-Towns to secure a trade agreement for the famous knucklehead trout so that his family can sell it in Waterdeep.
Ability scores: 15 9 14 10 8 16Below 70
Ability scores: 10 9 8 14 15 8and again
Ability scores: 12 12 10 10 14 13
Uzolai - Human v (skilled) - Monk - Hermit
Uzolai isn’t one to feel at home with the cultured, civilized places of the world. He seeks perfection, and attunement with the world, and his high minded drive often makes people uncomfortable. The folks in Ten Towns don’t seem to mind as much, though. To them, just one more crazy living outside of town. Some of them know he’s a good friend when you need someone to go looking for a lost kid or a missing gold panner out in the wilds, but he’s not invited to dinner often. He’s just too... apart.
https://www.dndbeyond.com/profile/nschrock/characters/35929546
forgot to say: plan is to go Four Elements. The guide for players suggests it, and I think I want something very thematic.
Paladin - warforged - orange
Marlow (a human monk) is, by all outward appearances, a former sailor, an itinerant traveller, & (poor) trader of salt & dried fish.
Sold from his village on the coast at the age of 14, he spent 10 years before the mast as able-bodied sailor & cook. The ship ran all sorts of commodities - indigo, salt, rum. But the ship was taken & he was put to the oar for 7 long years until the ship was lost in a typhoon & he washed up emaciated on a foreign coast where he was taken in at a lonely monastery. By dint of his background in the kitchens he was given shelter & taught their ways. The years passed & monks from his monastery began to go out into the world, setting up new monasteries & trading. One such new abbot (Kurtz), though, stepped off the path. Corrupted by power - and now more of a warlock - Kurtz is bringing dishonor to their good name and he must be stopped. Marlow has given this task and word has made it to him that Kurtz may be up amongst Ten Towns.
I believe this may be full...
Ability scores: 13 14 12 18 15 14
Name: Allorian
Race/Class: Half-elf Rogue (Inquisitor), https://ddb.ac/characters/34616450/DCXy1M
Background: Noble
Backstory: (I added in a reason why he would be in Ten-Towns to the end of his backstory)
Allorian was born into a family with money. His parents are part of the Jewelers Guild and are quite well off. As a child and then young man Allorian showed no skill in crafting jewelry but he was excellent at reading people, which made him ideal for making deals when trading precious metals and gems for the family business. Despite his young age the other tradesman soon realized that lying to Allorian was not a good option. Behind the scenes of the family's business Allorian excelled at making sure the books were correct and he could ferret out the smallest extortion/embezzlement. The Guild realized his talents and he started working as an investigator for other craftsman in addition to his family, building quite the reputation for extracting the truth of any situation. Allorian has recently traveled to Ten-Towns to secure a trade agreement for the famous knucklehead trout so that his family can sell it in Waterdeep.
Uldran Sporebringer | Lvl 2 Dwarf Druid | Stonebound
Allorian Silverfin | Lvl 1 Rogue | Gillesburg
Thank you, everyone. A party has been assembled and the game is on.
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/82175-rime-of-the-frostmaiden
Who is the party
If you click, it shows you who got in.
Paladin - warforged - orange