In the Wastes of Xhorhas, a goblin witch from the wandering city of Urzin has gone missing. You have been summoned by the great Ogre Lord Buhfal II to find her. You will traverse the Brokenveil Marsh, fighting your way through all manner of swamp beasts and creatures to find the missing goblin. Your only clue, on the other side of the marsh, is a Dwendalian Empire Fort. But what awaits you on the other side and can you save Bol’bara and drive the empire out of these lands? Or shall you sink into the swamp, never to be seen again?
Unwelcome Spirits is an adventure for 4 or 5 level 2 players. The setting is the Wastes of Xhoras, a twisted landscape inhabited by goblins, orcs, drow, and all manner of monstrous races. This is a very short adventure only going from level 2 to level 3. It ranges from exploration and hex crawl to monstrous fights. Having run this in person before, it is a deadly adventure.
For character creation please make your character using point buy. No UA or homebrew please. Only races allowed are monstrous races as Xhorhas is only inhabited by these races.
If this sounds interesting to you, please apply with the following:
Name:
Race: (Monstrous races only. Goblins, orcs, drow, and other such races only please)
Class:
Background:
Backstory:
Interesting fact about you:
D&D experience: (None required, I like to have a range of experience in my parties)
Feel free to PM me any of your questions. I'll keep this up until I have enough applications to make a good choice. I don't mind having multiple people of the same class so don't worry that you might apply with the same class as long as your characters are different.
Here's is Grum the Crusher Race: Bugbear Class: Barbarian (lvl 2) Background: Outlander Backstory (Basic, happy to modify to fit well in the story/group). Grum is not the friendly type, he is not a person who is easy to warm up to. But once he likes you that for life. Grum has always been good at finding things, living things and dead things. Dead things are easier to find, they smell. In Xhorhas, he has made a name for himself. When people are desperate to locate a person, they ask him. He likes this job; chasing people, bringing them back and getting paid for it. What could he ask more ? Yesterday, he received a strange message: The great Ogre Lord Buhfal II is asking him to come for an audience... A new job ? Maybe this time he will receive a great reward ?
Interesting fact about you: I'm French and met my German wife in Scotland. Our kids were born in Australia and we are now living in Switzerland D&D experience: Lots of Tabletop (DnD, Warhammer) mostly in my 20's. Now I am DM'ing online with 2 groups of Friends andI play by PbP since a few years now.
Backstory: Born to the goblin brewmaster Thron Ara, Gorn was a happy baby. His family's time of prosperity ended when a rival brewing company slaw his father and his employees. Gorn's mother hid him with a clan of brewmaster dwarves who raised him as their own. When he became of age, Gorn's adopted father Hopmaster Brew Beard told him about his origins and his ties to the Green Beer Crown of Port Demali. Gorn said he didn't want the crown and was content living as a brewer and a hunter. Gorn's lover and Brew Beard's daughter Ness convinced Gorn to that the crown fare better in his hands than another's. She traced the crown to Xhorhas, which she revealed was his ancestral home. Gorn promised to retrieve the crown and return.
Gorn's trail of the crown grew cold when he learned of the request from Ogre Lord Buhfal II. He was convinced that Bol’bara could help him in his quest.
Interesting fact about you: I write fantasy fiction.
D&D experience: I've been playing 5e for a few years and I started D&D with 3e in high school.
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I have an intelligence of six, I know what I'm doing.
Backstory: Urgoth was born into in Rhosana where his parents worked on the Marble Time Conservatory. Here they helped to create new inventions for the dynasties skirmishes with the Empire. Upon reaching the appropriate age to begin his studies in the conservatory, Urgoth joined them. Much like them he showed great skill at inventing and tinkering with magical items. Eventually he grew bored with this and decide to set out to learn through travel and personal experience.
Interesting fact about you: I scan fluently speak three langues and am currently working with my wife to learn a fourth.
D&D experience: I played a bit of 3.5 around the time 5e was starting and then switched over to 5e around 2015 and have been playing it ever since. As for pbp I have been playing this way since earlier 2018.
Name:Tro'qith(Might make minor changes depending on starting equipment.)
Race: Githyanki
Class: Sorcerer (Aberrant Mind)
Background: Soldier
Backstory: Tro’qith was hatched, like most githyanki, in a secluded creche on the Material Plane. His early years were typical for his people – harsh, strict, and indoctrinating. He grew up strong, and he grew up fast, and when had seen his 15th year on the Material Plane, his instructors decided he was ready for his final trial. He, and a handful of other githyanki youth, were sent to root out and purge a strange, solitary illithid dwelling in the Barbed Fields.
Their target was supposed to be an outcast, alone. It wasn’t. The hopeful, fanatical youth were easily overwhelmed and captured, slated to be transformed into new illithid.
Salvation came for Tro’qith, but it wasn’t a glorious cavalry of knights atop red dragons. No, it was a more humble but still effective strike team of githyanki – and githzerai. The Sha'sal Khou drove off the illithid and interrupted the process of ceremorphosis before Tro’qith had been implanted. It was too late for his cohorts, but the young gith, shaken and psychically battered, was taken in by the group of radicals.
Though most of the strike team dispersed after the operation, one githzerai remained with Tro’qith, working to care for and deprogram the young man. It was slow work – 15 formative years of indoctrination do not slough away so easily. Still, Tro’qith knew that he could not go back to his people after such a failure, and such contamination. Over the next three years, the githzerai taught him about the hidden history of their races, the teachings of the Sha’sal Khou, and their aims in Xhorhas. During this time, Tro’qith began manifesting strange psychic powers from his captivity and torture at the hands of the illithid – the mental discipline of his githzerai mentor was the only reason he was able to hold himself together.
Tro’qith has only recently parted ways with his githzerai mentor, but he has remained in Xhorhas. He has several goals now. First, he needs coin for food and shelter. Second, he wants to exercise and explore his strange psychic powers. Third, he is investigating whether this strange, drow-dominated land might someday be a suitable home for a liberated race of gith. All three goals have pulled Tro’qith into the life of a budding adventurer.
Interesting fact about you: Well, my work is kind of interesting but I can't elaborate on it. I guess its that I've lived in five (American) states since college.
D&D experience: To keep it reasonably simple, I started playing in 3rd edition because I remember when 3.5 came out. So 19 or 20 years?
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Another medical problem. Indefinite hiatus. Sorry, all.
Growing up as a foot soldier in a legion Wolfgang knew war inside and out. During a skirmish with another company Wolfgang was severely injured almost losing his right leg. Unable to function as a soldier he was left to die, alone and defeated. Wolfgang dying heard a voice speak out to him. “Even the toughest of difficulty can be over come with, discipline...”
Pulling himself from death, Wolfgang made a splint with two broken spears. Tighten them together he limped off the battlefield to live another day. Looking over the field he picked up a long sword to use as cane, he found a spot to rest before join a mercenary guild. Many didn’t like the idea of working with a crippled hobgoblin but Wolfgang’s upbringing served beneficial to many that worked with him. He never over stepped or got emotional he did what he was told and then some despite his injuries. He earned the mercenaries respect and was a pillar in his guild.
Fun fact about you: I meet Emilia Clarke once at a Convention. She was super nice and tiny.
D&D Experience: Been playing 5e for a while and TTRPGs even longer.
Backstory: Vicelor is a kind of shaman. He utilizes potions and his connection with the spirits of the earth to perform various wonders. To those he has helped, he is seen as a very important creature. To everyone else, he's just an annoying kobold with visions of grandeur. He does have some considerable abilities in healing, and he can defend himself by magically transforming into various animals. Also, he has the ability to speak with animals, which makes him valuable in a search party. When the goblin witch went missing, Vicelor first saw this as an opportunity to expand his territory. However, the outcry for the witch's safe return made it clear it was not the time. Perhaps if they were presented with her mangled corpse ...
Interesting fact about you: I had the opportunity in college to work as a studio musician and was involved in the recording of a CD of choral music. It was one of the most fun things I've ever done.
Kazrac grew up within the strict military upbringing of his home Legion: Black Arrow. Graduating from his military training earned him the 7th rank of a Vanguard soldier. While out on patrol his teams were ambush by their rival Legion: Fatal Axe.
During the battle, Kazrac had to make a desperate maneuver to block the killing blow intended for a young female archer with his forearm. The battle was hard-won and Kazrac would be honored for this command. However, he feared that he may not be able to ever hold his sword again.
After a few months given to heal, Kazrac could swing his sword at peak ability without pain or stiffness. Unfortunately, he could not pull the bowstring on his longbow or his shortbow (-5 on Attack Rolls; Disadvantage with Bows). In order to fight in the Legion, one must be able to attack at 30 yards(90ft). In the Legion, you are either a soldier or a serf, unless you obtain a high enough rank.
Kazrac nearly gave up on finding a capable healer for his sword-arm, until he heard some goblins speaking about a Booyahg with powerful healing magic. He found her only to find she also could do nothing for his arm. However, she took notice that he had a talent for the arcane. Kazrac began learning all he could from the goblin witch and soon found a new power burning in his warrior's heart.
Interesting fact about you: I love world-building and character creation. I am currently working on some stories that will hopefully become novels.
D&D experience: Been playing 5e face-to-face and online for almost 2 years. Currently playing a level 5 Loxodon Druid in LMoP on Roll 20 with some friends.
Here's is Nimruil Naerith. Race: Drow Class: Rogue(1)/Bard(1) Background: Gambler Backstory (Basic, happy to modify to fit well in the story/group). Every copper wants to be a silver. Each bet is an opportunity. And, nothing is certain. Planning is a coward’s act. These were the things Nimruil Naerith lived by the most since disentangling himself from his family, and the certainty of things that -- to his young mind at least -- included too many restrictions in some ways. In others, there were questions whose "answers" rarely sat well with him. In doing so, and following various unexpected circumstances after, seeking a means to adapt without the backing of his family led him down the path of a gambler. And a darn good one, if he did say so himself!
Unfortunately, Nimruil's luck eventually ran dry at the worse opportunity. One evening he was sharing drinks with Zamren, a little Drow Urchin that often aided him in finding the perfect marks, and then the next morning he is being shaken awake, alerted to some group or other he'd "wronged" in the past by the boy. With little time to spare and none at all to question, the two just manage scaped Rosohna with at least their lives into the greater Xorhasan Wastes..
Unfortunately, old habits died hard. As a result of one bad bet with the wrong individuals, Nimruil would take the place of another summoned by the Great Ogre Lord to pay back the debt. Even if it might very well cost him his life this time around. But for Zamren's sake, if nothing else, Naerith would see things through to the end.
Interesting fact about you: Can't really say that I've lived that interesting of a life so far, but... I once ferried a number of hide-a-bed couches by myself for compact disposal. D&D experience: Some RL 5e games, but mostly PbP for the past 2 to 3 years.
Backstory: Valafar is one of the drow reborn in the body of a member of another race. The bugbear clan he was born to lived close enough to Rosohna for the Luxon Beacons to subvert their curse of strife, and many of them followed him when he went there because of his resurfacing memories. One of them studied combat while Valafar was learning of his past lives, and studying as an acolyte. He ended up becoming a gladiator, and taught Valafar when he decided to go out in the wilds as a missionary. Now, having travelled between the various goblinoid and other beast-folk tribes, spreading the word of Luxon, he's heard of the lost witch. The people of Urzin are perhaps the greatest of Kryn's allies, so there is no question in Valafar going to help them.
Interesting fact about you: I've studied, and now try to find a job in, video game programming.
D&D experience: I've tried a couple games other than it, but most of my experience is with 5e, which I've played for almost 4 years now.
Backstory: As a Dwendalian denizen, Neriphyra was considered one of the elite members of the society because of her expertise in arcane knowledge. She didn't have a sorcerous bloodline, but she learned the arcane art in Soltryce Academy as an apprentice. She could have been recruited as a member of the Cerberus Assembly finding a position of influence under the direct command of His Highness King Bertrand Dwendal.
But fate didn't favor her, she unknowingly learned of the political skirmish and power politics among the various members of the royalty and the mages. Thus, she ran away from the filthy politics in search for a place where fair political order was offered, searching for adventures where she could prove her worth.
Interesting fact about you: Epistemophile- Fondness of knowledge. I'm always looking for information and processing these information.
D&D experience: Currently active in three separate campaigns, two years experience in play-by-post.
Backstory: Ammus was a part of a Copper Dragonborn clan, but always felt like the black (or, rather, white) sheep of the flock. When he snuck out, he saved a tiefling from an angry owlbear. This fueled a desire to help save others, and teach them the ways of the wild.
Interesting fact about you: I've got, like, hundreds of OC's, all stored in my brain should I ever need them
D&D experience: Medium, I've played a handful of sessions, haven't finished a campaign (due to DM issues)
Just another extradimensional, reality-warping guy He/Him *smacks table* DRAGONS "You are only given a spark of madness. You mustn't lose it." -Robin Williams Head of comms of the "oops, i accidently destroyed someone's brain" cult here is our terms It's completely safe* * note, the OIADSB Cult is not responsible for any loss of limb, soul, or sanity Ammus Qelunax - White Dragonborn Ranger (Drakewarden) | Dernis Zorqrin- Black Dragonborn Ranger
Backstory: Gorby watched most of his goblin tribe get destroyed by a human and elf raiding party- in particular a wizard using a fireball. Horrified yet fascinated by what he saw, he started a life of crime in and around libraries and schools of magic, collecting what he could and listening to spells being taught. He learned magic and now wants to become a powerful wizard. His only real friend is his ugly, one-eyed bat familiar Norby.
Interesting fact about you: I once had my marine vessel captain's license
D&D experience: (None required, I like to have a range of experience in my parties)- I have been playing since "red box," then AD&D- 3.5, pathfinder, and am still learning 5e
this looks like an awesome idea. I am newer to PBP but a frequent poster and big on RP.
Backstory: Borbin is the premiere private eye in northern Xhorhas. You remember the case of the missing moorbounders a few months ago? Yeah, that was Borbin who found them. He was even able to identify a couple of the mutilated bodies they left in their wake. How about the case of the mystery smell coming from Grandma Marrowdrinker's meat cellar? Yep, Borbin had his fingers all over that case. He even single-handedly defeated the half-buried husk zombie he found under the giant pile of rotting sausage casings.
Even so, Borbin's business isn't doing well. It seems people just don't need a private eye in this day and age... but try telling that to the loansharks breathing down his neck! Borbin's looking for the big break - the one case that'll make his a household name in all of Xhorhas. One of Borbin's contributors really thinks Borbin has what it takes to make it big, and he pulled some strings to get Borbin on the case of a missing goblin witch. Borbin can smell it... this one's gonna put him on the map and then he can pay off all his loansharks and start living the good life.
Interesting fact about you: Basically nothing. I've lived in a few countries and I speak a few languages.
D&D experience: About a year or 2. I have played and DM'd
I've watched some CR, but not too much. I may make some mistakes about the setting. I do have access to EGTW, though.
Shoonk was raised as a foundling by a nomadic order of goblin-kin monks devoted to redeeming all those under Bane's curse. Since then, he has traveled with them all over Xhorhas, seeing to the spiritual needs of the Luxon's most far-flung worshippers.
Interesting fact about you: I have a collection of Bibles in various languages.
D&D experience: Roughly five years
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28 years | she/her | GMT-4 | come_along_pond#9414 on Discord
Driftwood Anchorage: Cove Hakase, water Genasi ranger/cleric (7) | Lords Have Mercy: Róisín Sylmare Nithroel, half-elf wizard (6) | Faction Wars in the Frozen Wastes: Brin Bounderclaw, changeling fighter/barbarian (6) | Heroes of High Fantasy: Joanna 'Hatchets' Weaver, human barbarian (1) | Meldwatch: Moggy Moulach, tabaxi warlock (5) | Mists of the Dread Swamp: Kraana Syran'ta, kenku monk (9)
Backstory: Thalza was conscripted into the Xhorhasian army as soon as she became of age. She was trained in combat with sword and bow, but it was her skills in tracking and beasts that stood out to her commanders. Thalza was given the position of scout. With this position came great risk. She was sent into unknown territory for the purposes of recon and reporting, relying only on the few comrades in her company. On one such mission, Thalza was investigating the path ahead for possible places of ambush and enemy camps. In coming over a ridge with two companions, they were set upon by a party of warg riders. Thalza watched as her best friend, Belas, was pierced by half a dozen arrows from behind. Thalza, outnumbered and alone, struck down a rider, stole his warg mount, and fled. She spent the next couple of days leading the enemy astray from the rest of her company. Thalza returned to her camp, losing her assailants, reported the attack, and was rewarded for her bravery and keen tactics. When word reached her company of the goblin's kidnapping, they could think of no better candidate for the task than her.
Interesting fact about you: I read Tarot cards, and have often used them to help me come up with character ideas and stories
D&D Experience: Playing off/on for about 2 years (all pbp - no irl experience) + I read alot
Okay closing recruitment and sending out messages. I really liked a lot of the characters and decided to run 2 of these. Thank you all for indulging me in this quick campaign. Hope to see you soon
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In the Wastes of Xhorhas, a goblin witch from the wandering city of Urzin has gone missing. You have been summoned by the great Ogre Lord Buhfal II to find her. You will traverse the Brokenveil Marsh, fighting your way through all manner of swamp beasts and creatures to find the missing goblin. Your only clue, on the other side of the marsh, is a Dwendalian Empire Fort. But what awaits you on the other side and can you save Bol’bara and drive the empire out of these lands? Or shall you sink into the swamp, never to be seen again?
Unwelcome Spirits is an adventure for 4 or 5 level 2 players. The setting is the Wastes of Xhoras, a twisted landscape inhabited by goblins, orcs, drow, and all manner of monstrous races. This is a very short adventure only going from level 2 to level 3. It ranges from exploration and hex crawl to monstrous fights. Having run this in person before, it is a deadly adventure.
For character creation please make your character using point buy. No UA or homebrew please. Only races allowed are monstrous races as Xhorhas is only inhabited by these races.
If this sounds interesting to you, please apply with the following:
Name:
Race: (Monstrous races only. Goblins, orcs, drow, and other such races only please)
Class:
Background:
Backstory:
Interesting fact about you:
D&D experience: (None required, I like to have a range of experience in my parties)
Feel free to PM me any of your questions. I'll keep this up until I have enough applications to make a good choice. I don't mind having multiple people of the same class so don't worry that you might apply with the same class as long as your characters are different.
I look forward to playing with you all
Here's is Grum the Crusher
Race: Bugbear
Class: Barbarian (lvl 2)
Background: Outlander
Backstory (Basic, happy to modify to fit well in the story/group).
Grum is not the friendly type, he is not a person who is easy to warm up to. But once he likes you that for life. Grum has always been good at finding things, living things and dead things. Dead things are easier to find, they smell. In Xhorhas, he has made a name for himself. When people are desperate to locate a person, they ask him. He likes this job; chasing people, bringing them back and getting paid for it. What could he ask more ?
Yesterday, he received a strange message: The great Ogre Lord Buhfal II is asking him to come for an audience... A new job ? Maybe this time he will receive a great reward ?
Interesting fact about you: I'm French and met my German wife in Scotland. Our kids were born in Australia and we are now living in Switzerland
D&D experience: Lots of Tabletop (DnD, Warhammer) mostly in my 20's. Now I am DM'ing online with 2 groups of Friends andI play by PbP since a few years now.
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
ddb.ac/characters/48955938/9rdmcW
Name: Gorn Ara
Race: Goblin
Class: Ranger
Background: Haunted One
Backstory: Born to the goblin brewmaster Thron Ara, Gorn was a happy baby. His family's time of prosperity ended when a rival brewing company slaw his father and his employees. Gorn's mother hid him with a clan of brewmaster dwarves who raised him as their own. When he became of age, Gorn's adopted father Hopmaster Brew Beard told him about his origins and his ties to the Green Beer Crown of Port Demali. Gorn said he didn't want the crown and was content living as a brewer and a hunter. Gorn's lover and Brew Beard's daughter Ness convinced Gorn to that the crown fare better in his hands than another's. She traced the crown to Xhorhas, which she revealed was his ancestral home. Gorn promised to retrieve the crown and return.
Gorn's trail of the crown grew cold when he learned of the request from Ogre Lord Buhfal II. He was convinced that Bol’bara could help him in his quest.
Interesting fact about you: I write fantasy fiction.
D&D experience: I've been playing 5e for a few years and I started D&D with 3e in high school.
I have an intelligence of six, I know what I'm doing.
Name: Silas
Race: Lizardfolk
Class: Rogue
Background: Outlander
Backstory: TBD
Interesting fact about you: I'm the co-designer of a boardgame my wife is developing with hopes to eventually release.
D&D experience: 30 years
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Name: Caryore Ningel
Race: Rock Gnome
Class: Blood Hunter
Background: Haunted One
Backstory: don't really have one
Interesting Fact about you: I am really good at playing Dnd when I am have only be playing for 2 years
Dnd experience : 2 years
Ps. this guy has been in many campaigns, so don't be surprised if he is powerful.
And If you want you can join this campaign: https://ddb.ac/campaigns/join/194115446798160
Name: Urgoth Martuk
Race: Orc
Class: Cloister Scholar/Sage I would think.
Background: Guild Artisan
Backstory: Urgoth was born into in Rhosana where his parents worked on the Marble Time Conservatory. Here they helped to create new inventions for the dynasties skirmishes with the Empire. Upon reaching the appropriate age to begin his studies in the conservatory, Urgoth joined them. Much like them he showed great skill at inventing and tinkering with magical items. Eventually he grew bored with this and decide to set out to learn through travel and personal experience.
Interesting fact about you: I scan fluently speak three langues and am currently working with my wife to learn a fourth.
D&D experience: I played a bit of 3.5 around the time 5e was starting and then switched over to 5e around 2015 and have been playing it ever since. As for pbp I have been playing this way since earlier 2018.
Name: Tro'qith (Might make minor changes depending on starting equipment.)
Race: Githyanki
Class: Sorcerer (Aberrant Mind)
Background: Soldier
Backstory: Tro’qith was hatched, like most githyanki, in a secluded creche on the Material Plane. His early years were typical for his people – harsh, strict, and indoctrinating. He grew up strong, and he grew up fast, and when had seen his 15th year on the Material Plane, his instructors decided he was ready for his final trial. He, and a handful of other githyanki youth, were sent to root out and purge a strange, solitary illithid dwelling in the Barbed Fields.
Their target was supposed to be an outcast, alone. It wasn’t. The hopeful, fanatical youth were easily overwhelmed and captured, slated to be transformed into new illithid.
Salvation came for Tro’qith, but it wasn’t a glorious cavalry of knights atop red dragons. No, it was a more humble but still effective strike team of githyanki – and githzerai. The Sha'sal Khou drove off the illithid and interrupted the process of ceremorphosis before Tro’qith had been implanted. It was too late for his cohorts, but the young gith, shaken and psychically battered, was taken in by the group of radicals.
Though most of the strike team dispersed after the operation, one githzerai remained with Tro’qith, working to care for and deprogram the young man. It was slow work – 15 formative years of indoctrination do not slough away so easily. Still, Tro’qith knew that he could not go back to his people after such a failure, and such contamination. Over the next three years, the githzerai taught him about the hidden history of their races, the teachings of the Sha’sal Khou, and their aims in Xhorhas. During this time, Tro’qith began manifesting strange psychic powers from his captivity and torture at the hands of the illithid – the mental discipline of his githzerai mentor was the only reason he was able to hold himself together.
Tro’qith has only recently parted ways with his githzerai mentor, but he has remained in Xhorhas. He has several goals now. First, he needs coin for food and shelter. Second, he wants to exercise and explore his strange psychic powers. Third, he is investigating whether this strange, drow-dominated land might someday be a suitable home for a liberated race of gith. All three goals have pulled Tro’qith into the life of a budding adventurer.
Interesting fact about you: Well, my work is kind of interesting but I can't elaborate on it. I guess its that I've lived in five (American) states since college.
D&D experience: To keep it reasonably simple, I started playing in 3rd edition because I remember when 3.5 came out. So 19 or 20 years?
Another medical problem. Indefinite hiatus. Sorry, all.
If it’s okay I’d like to use the same character from the last recruitment thread.
I will adjust his stats for point by, and modify his backstory.
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAName: Vicelor
Race: Kobold
Class: Druid
Background: Folk hero
Backstory: Vicelor is a kind of shaman. He utilizes potions and his connection with the spirits of the earth to perform various wonders. To those he has helped, he is seen as a very important creature. To everyone else, he's just an annoying kobold with visions of grandeur. He does have some considerable abilities in healing, and he can defend himself by magically transforming into various animals. Also, he has the ability to speak with animals, which makes him valuable in a search party. When the goblin witch went missing, Vicelor first saw this as an opportunity to expand his territory. However, the outcry for the witch's safe return made it clear it was not the time. Perhaps if they were presented with her mangled corpse ...
Interesting fact about you: I had the opportunity in college to work as a studio musician and was involved in the recording of a CD of choral music. It was one of the most fun things I've ever done.
D&D experience: 3 years of PbP as a player and DM
Name: Kazrac the War Mage
Race: Hobgoblin
Class: Fighter/Wizard (War Magic)
Background: Soldier
Backstory:
Kazrac grew up within the strict military upbringing of his home Legion: Black Arrow. Graduating from his military training earned him the 7th rank of a Vanguard soldier. While out on patrol his teams were ambush by their rival Legion: Fatal Axe.
During the battle, Kazrac had to make a desperate maneuver to block the killing blow intended for a young female archer with his forearm. The battle was hard-won and Kazrac would be honored for this command. However, he feared that he may not be able to ever hold his sword again.
After a few months given to heal, Kazrac could swing his sword at peak ability without pain or stiffness. Unfortunately, he could not pull the bowstring on his longbow or his shortbow (-5 on Attack Rolls; Disadvantage with Bows). In order to fight in the Legion, one must be able to attack at 30 yards(90ft). In the Legion, you are either a soldier or a serf, unless you obtain a high enough rank.
Kazrac nearly gave up on finding a capable healer for his sword-arm, until he heard some goblins speaking about a Booyahg with powerful healing magic. He found her only to find she also could do nothing for his arm. However, she took notice that he had a talent for the arcane. Kazrac began learning all he could from the goblin witch and soon found a new power burning in his warrior's heart.
Interesting fact about you: I love world-building and character creation. I am currently working on some stories that will hopefully become novels.
D&D experience: Been playing 5e face-to-face and online for almost 2 years. Currently playing a level 5 Loxodon Druid in LMoP on Roll 20 with some friends.
Here's is Nimruil Naerith.
Race: Drow
Class: Rogue(1)/Bard(1)
Background: Gambler
Backstory (Basic, happy to modify to fit well in the story/group).
Every copper wants to be a silver. Each bet is an opportunity. And, nothing is certain. Planning is a coward’s act. These were the things Nimruil Naerith lived by the most since disentangling himself from his family, and the certainty of things that -- to his young mind at least -- included too many restrictions in some ways. In others, there were questions whose "answers" rarely sat well with him. In doing so, and following various unexpected circumstances after, seeking a means to adapt without the backing of his family led him down the path of a gambler. And a darn good one, if he did say so himself!
Unfortunately, Nimruil's luck eventually ran dry at the worse opportunity. One evening he was sharing drinks with Zamren, a little Drow Urchin that often aided him in finding the perfect marks, and then the next morning he is being shaken awake, alerted to some group or other he'd "wronged" in the past by the boy. With little time to spare and none at all to question, the two just manage scaped Rosohna with at least their lives into the greater Xorhasan Wastes..
Unfortunately, old habits died hard. As a result of one bad bet with the wrong individuals, Nimruil would take the place of another summoned by the Great Ogre Lord to pay back the debt. Even if it might very well cost him his life this time around. But for Zamren's sake, if nothing else, Naerith would see things through to the end.
Interesting fact about you: Can't really say that I've lived that interesting of a life so far, but... I once ferried a number of hide-a-bed couches by myself for compact disposal.
D&D experience: Some RL 5e games, but mostly PbP for the past 2 to 3 years.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Vogan - [Goliath-Hill]Bard - ???(A Dungeon-Delving Campaign Group C)
Jack Vicvan - [Eladrin]Warlock - Archfey
Name: Valafar Biylan
Race: Bugbear
Class: Fighter
Background: Acolyte
Backstory: Valafar is one of the drow reborn in the body of a member of another race. The bugbear clan he was born to lived close enough to Rosohna for the Luxon Beacons to subvert their curse of strife, and many of them followed him when he went there because of his resurfacing memories. One of them studied combat while Valafar was learning of his past lives, and studying as an acolyte. He ended up becoming a gladiator, and taught Valafar when he decided to go out in the wilds as a missionary. Now, having travelled between the various goblinoid and other beast-folk tribes, spreading the word of Luxon, he's heard of the lost witch. The people of Urzin are perhaps the greatest of Kryn's allies, so there is no question in Valafar going to help them.
Interesting fact about you: I've studied, and now try to find a job in, video game programming.
D&D experience: I've tried a couple games other than it, but most of my experience is with 5e, which I've played for almost 4 years now.
Character Creation
Name: Neriphyra Amon
Race: Aarakocra
Class: Warlock (The Fiend)
Background: Noble.
Backstory: As a Dwendalian denizen, Neriphyra was considered one of the elite members of the society because of her expertise in arcane knowledge. She didn't have a sorcerous bloodline, but she learned the arcane art in Soltryce Academy as an apprentice. She could have been recruited as a member of the Cerberus Assembly finding a position of influence under the direct command of His Highness King Bertrand Dwendal.
But fate didn't favor her, she unknowingly learned of the political skirmish and power politics among the various members of the royalty and the mages. Thus, she ran away from the filthy politics in search for a place where fair political order was offered, searching for adventures where she could prove her worth.
Interesting fact about you: Epistemophile- Fondness of knowledge. I'm always looking for information and processing these information.
D&D experience: Currently active in three separate campaigns, two years experience in play-by-post.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Name: Ammus Qelunax
Race: Dragonborn (White)
Class: Ranger (Can I use Tasha's Beastmaster?)
Background: Guide
Backstory: Ammus was a part of a Copper Dragonborn clan, but always felt like the black (or, rather, white) sheep of the flock. When he snuck out, he saved a tiefling from an angry owlbear. This fueled a desire to help save others, and teach them the ways of the wild.
Interesting fact about you: I've got, like, hundreds of OC's, all stored in my brain should I ever need them
D&D experience: Medium, I've played a handful of sessions, haven't finished a campaign (due to DM issues)
Just another extradimensional, reality-warping guy
He/Him
*smacks table* DRAGONS
"You are only given a spark of madness. You mustn't lose it." -Robin Williams
Head of comms of the "oops, i accidently destroyed someone's brain" cult here is our terms It's completely safe*
* note, the OIADSB Cult is not responsible for any loss of limb, soul, or sanity
Ammus Qelunax - White Dragonborn Ranger (Drakewarden) | Dernis Zorqrin - Black Dragonborn Ranger
Name: Gorby
Race: goblin
Class: rogue/wizard (evocation)
Background: Criminal/spy
Backstory: Gorby watched most of his goblin tribe get destroyed by a human and elf raiding party- in particular a wizard using a fireball. Horrified yet fascinated by what he saw, he started a life of crime in and around libraries and schools of magic, collecting what he could and listening to spells being taught. He learned magic and now wants to become a powerful wizard. His only real friend is his ugly, one-eyed bat familiar Norby.
Interesting fact about you: I once had my marine vessel captain's license
D&D experience: (None required, I like to have a range of experience in my parties)- I have been playing since "red box," then AD&D- 3.5, pathfinder, and am still learning 5e
this looks like an awesome idea. I am newer to PBP but a frequent poster and big on RP.
Name: Borbin Glitterglance
Race: Deep Gnome
Class: Rogue
Background: Failed Merchant
Backstory: Borbin is the premiere private eye in northern Xhorhas. You remember the case of the missing moorbounders a few months ago? Yeah, that was Borbin who found them. He was even able to identify a couple of the mutilated bodies they left in their wake. How about the case of the mystery smell coming from Grandma Marrowdrinker's meat cellar? Yep, Borbin had his fingers all over that case. He even single-handedly defeated the half-buried husk zombie he found under the giant pile of rotting sausage casings.
Even so, Borbin's business isn't doing well. It seems people just don't need a private eye in this day and age... but try telling that to the loansharks breathing down his neck! Borbin's looking for the big break - the one case that'll make his a household name in all of Xhorhas. One of Borbin's contributors really thinks Borbin has what it takes to make it big, and he pulled some strings to get Borbin on the case of a missing goblin witch. Borbin can smell it... this one's gonna put him on the map and then he can pay off all his loansharks and start living the good life.
Interesting fact about you: Basically nothing. I've lived in a few countries and I speak a few languages.
D&D experience: About a year or 2. I have played and DM'd
I've watched some CR, but not too much. I may make some mistakes about the setting. I do have access to EGTW, though.
Name: Shoonk
Race: Kenku
Class: Monk
Background: Acolyte (Luxonborn)
Backstory:
Shoonk was raised as a foundling by a nomadic order of goblin-kin monks devoted to redeeming all those under Bane's curse. Since then, he has traveled with them all over Xhorhas, seeing to the spiritual needs of the Luxon's most far-flung worshippers.
Interesting fact about you: I have a collection of Bibles in various languages.
D&D experience: Roughly five years
28 years | she/her | GMT-4 | come_along_pond#9414 on Discord
Driftwood Anchorage: Cove Hakase, water Genasi ranger/cleric (7) | Lords Have Mercy: Róisín Sylmare Nithroel, half-elf wizard (6) | Faction Wars in the Frozen Wastes: Brin Bounderclaw, changeling fighter/barbarian (6) | Heroes of High Fantasy: Joanna 'Hatchets' Weaver, human barbarian (1) | Meldwatch: Moggy Moulach, tabaxi warlock (5) | Mists of the Dread Swamp: Kraana Syran'ta, kenku monk (9)
Lots of good apps, I'll close these later today and reach out by tomorrow.
Kayla! I'm going to throw my character in the hat if its not too late. I'm working on it now.
Name: Thalza Rhomduil
https://ddb.ac/characters/49121683/EPbLiK
Race: Drow
Class: Ranger
Background: Soldier
Backstory: Thalza was conscripted into the Xhorhasian army as soon as she became of age. She was trained in combat with sword and bow, but it was her skills in tracking and beasts that stood out to her commanders. Thalza was given the position of scout. With this position came great risk. She was sent into unknown territory for the purposes of recon and reporting, relying only on the few comrades in her company. On one such mission, Thalza was investigating the path ahead for possible places of ambush and enemy camps. In coming over a ridge with two companions, they were set upon by a party of warg riders. Thalza watched as her best friend, Belas, was pierced by half a dozen arrows from behind. Thalza, outnumbered and alone, struck down a rider, stole his warg mount, and fled. She spent the next couple of days leading the enemy astray from the rest of her company. Thalza returned to her camp, losing her assailants, reported the attack, and was rewarded for her bravery and keen tactics. When word reached her company of the goblin's kidnapping, they could think of no better candidate for the task than her.
Interesting fact about you: I read Tarot cards, and have often used them to help me come up with character ideas and stories
D&D Experience: Playing off/on for about 2 years (all pbp - no irl experience) + I read alot
Okay closing recruitment and sending out messages. I really liked a lot of the characters and decided to run 2 of these. Thank you all for indulging me in this quick campaign. Hope to see you soon