Join a group of adventurers as they explore the Barrier Peaks in search of the fabled arcane inventor Kwalish. Follow in his footsteps as you journey to the lost city of Daoine Gloine, inhabited (so the legend goes) by people made of crystal.
With Ctenmiir, a dwarven vampire trapped within a mechanical-magical coffin, controlled by the adventurers as he guides the party through the surroundings if his long time home White Plume Mountain. Along the way, you may find an Eladrin Warlock with a Laughably Hideous patron to help you negotiate the path through the mountains, and beyond.
Kwalish's lost lab is bound to hold the secrets to the planes and awaits discovery by a brave band of explorers His descendent, the Cartophile has given you the lost map of Kwalish's expedition and tasked you with finding the lab and discovering the truth kf Kwalish's fate.
Play is already in progress, looking for 2-3 more players, join at level 6. Progress is by xp. Abilities by point buy. Magic items will be available from the start, but we can sort it after joining the game.
Please include a name, race, class(es), pronouns (he, she, they, etc.) and a seed of backstory. I like to work in back stories and at level 6 you must have done something interesting by now, but you can fill it in later, just a seed wil suffice for now.
. There will be combat there will be exploration and so help me there will even be social interaction. Recruiting this weekend. Thanks and Good luck.
I'm interested in joining. Just so I know are there any race or class restrictions?
Name: Stabby ( Only name he gives, said with a gruff dwarven sounding voice)
Race: Kenku
Pronoun: He
Class: Rogue (Swashbuckler)
Background: Mercenary Veteran
Backstory: From a young age Stabby had been a member of a traveling band of mercenaries, going all across Faerun to complete their jobs. Most of them dealt with serving as bodyguards for nobles or as occasional extra muscle for both merchant and pirate ships along the Sword Coast. After a contract where they stole a black dragon egg, t(his relying on the members that were the most skilled in stealth with Stabby leading) the group were hired by the Cartophile to backup another group that had been sent ahead. Stabby was sent alone after the group found a better paying job, the Kenku intrigued by the idea as perhaps the inventor may still live and have knowledge to end the curse that holds Kenku back so much.
Seed of Backstory: Grandal assumed the life of a hermit content to live out his days as a recluse. He encountered Berronar Truesilver in corporeal form and heard from her mouth a confession of power and purpose. While he didn't particularly like the deity, didn't want to rely on her and absolutely did NOT want to leave his reclusive life, Grandal truly knows about the deity in a way that he can't unknow. This absolute knowledge provides him with something stronger than faith, and it's completely inescapable. He ventured out from his seclusion and took up the mantle of the feanor. He has begun to adventure and serve those he comes in contact with in search of fulfilling the purpose Berronar Truesilver has for him so that he may return to his life as a hermit. He has taken on hazardous tasks, lives recklessly and abuses his mind with drugs, booze, and magic, hoping to destroy the knowledge that ties him to Berronar and her fateful plan.
Seed: Aramil always lived for excitement as long as he could remember. At a young age he was sent to a monastery to learn inner peace at the behest of his parents. Aramil however was not the best student and had discovered a peculiar pastime of some local humans; bar fights. Mixing his training with the skills he learned from his many nights on the town Aramil found a balance in his life. Not one to be pinned down for long, he took to the road and the adventures he could find.
Backstory: Sigurd came from a line of kings hundreds of years ago. When his father, the king, died, the kingdom was thrown into chaos.
The giants living to the north began threatening south, raising already high tensions with the nobles, hoping to oust Sigurd from his rightful ascension. After a great battle in which Sigurd's army defeated the giants, he showed mercy to their leader, allowing them to return to the mountains in exchange for peace. In thanks, the giant skiltgravr (rune cutter) taught him their language and rune secrets.
After his display of battle prowess and show of mercy, Sigurd caught the eye of one of the god Kord's warrior valkyre. They fell in love but the god would not allow one of his chosen to be with a mere mortal: he would have to prove himself. Kord decreed that for Sigurd and his valkyre to be together, he would need to prove himself in life and die a gloriously worthy death. He told Sigurd to take a ship into the icy north and there he would find his answer.
Unfortunately, the gods aren't always forthright. Sailing north, their ship was trapped in ice and all perished safe Sigurd, because Kord had assured he would survive to awaken hundreds of years later in a strange new land/time.
Now, after being freed from his icy sleep, Sigurd Olafson travels the land, still searching for the worthy death he needs, to be with his beloved.
A spy who use to collect information on the kingdoms around him for the spy master until he found out that the spy master was a traitor and betrayed the organization and nearly killed the entire order but he and a select few survived and are hunting down the former spy master
Hondo was found on the doorstep of King Varis and Queen Loleith's palace in Greyhawk. Raising him as one of their own sons, Hondo grew up in the ways of nobility. However, he had a knack for tracking down criminals and caught his first thief at age twelve. A fine swordsman and impressive with the bow, Hondo was given the title of Master Investigator of Greyhawk. Now, Hondo also had a half brother, Hilas, who would become King after Varis, because Greyhawk law states that only the firstborn of the King can inherit the throne. When Hondo turned 21, his father and mother were murdered by Sun Elf terrorists. Hilas became king and Hondo set out to find his adopted parents' killers. Hondo's personality is very blunt but friendly. He is skilled in the arts of magic and stealth.
I'm loving these backstories. I should have mentioned it, but its not too important given the plane traversing antics of this campaign, but this adventure sees the Barrier Peaks set in the southern part of Chult, a literal barrier between Faerûn and the continent to the south (the name of which escapes me at the moment). You can still be from Oerth or anywhere else for that matter. The module as published easily allows for it and it may even help with an introduction at this point in the story.
Backstory: The only life I have ever known is as a slave to the Red Wizards. I have no idea where I came from or even what my actual name is. The only name I have been called is the one those evil creatures gave me. As much as I enjoy the weather of this god forsaken land, I was not happy that the Thayans brought me to Chult, even though it did bring about my freedom from their rule. They mistakenly happened across a patrol of the "Flaming Fist" and were defeated. I welcomed the freedom of death but the "Flaming Fist" decided to spare me and then raised me in the Monastic ways, as I was extremely swift and good with my class and tail. At first I just assumed I was another slave and went about my duties diligently, but then I realized that I was not a slave but a welcomed member of the order. I took to my studies with a fever that even they were not accustomed to as the burning hot rage within me for the Red Wizards fueled my learning. I have since gain prestige within the order and often go hunting for any Red Wizards that dare set foot in this jungle.
Backstory: Omiy is the only daughter to the great high wizard, Hehpon Forestvale. Being highly respected for his name and capability, her father was able to provide Omiy with their superb living conditions and support her leaning at the most renowned wizardry school. However, growing up, Omiy never showed interests in arcane arts, nor cared for reading ancient scripts and memorising prolix spells. Always slacking her homework, failing her grades, and starting fights between her classmates, Omiy was finally expelled from school. Beyond disappointed, her father locked her in her room, and made her reflect upon her own actions.
After her father left for work in the day, Omiy grabbed all the allowance she had been saving under her bed, sneaked out, found a nearby mercenary group, and asked to tag along. From there, she left her home behind, joined the military. She quickly mastered martial skills, learned how to wield weapons, and became a skilled fighter in battle. Her bravery had gained her great reputations among peers. But always felt too restrained in the orders and rules of the military, she eventually left, for she wants to pursuit her own adventure. Too afraid to go back home and face the wrath of her father, she swore she would earn herself fame and power, and show her father that magic isn’t the only way to success. At last she finds her way to Chult, where she vaguely remembers being circled by a red stroke on the map that hanged in her father’s office, with the name “Kawlish” written next to it.
Backstory: Though raised as an acolyte of the temple, Damien was always more interested in the martial training offered to clerics there, preferring it to dogma and ritual. When an opportunity came, therefore, to join a new order of militant priests organized by the church specifically to destroy undead and demons, he was the first to volunteer. In time, he completed his training and swore an oath to devote himself to the highest principles.
Backstory: His heritage no longer mattered to Zan. All colours, creeds and genders were equally accepted at the Academy. The study of ancient texts brought him a peace that he had longed for throughout his younger years. Books did not judge him. Scrolls held no animosity. Even published works from religious zealots could be returned to the shelf with no ill will. He had found his calling. Or so he thought...
During vigorous research of one of his favourite gods, the Moonmaiden, Selune, he happened upon several texts speaking of the Shard. His obsession with these Planatars began. He would spend hours scouring texts and parchments for any information on them. On a night filled with the light of the full moon, he was visited by a celestial being, a Sliver. The majestic creature awakened powers within Zan. Powers, he was told, that would only function if he were to follow the way of the Lady of Silver. Rise up against evil and the powers would remain. Take the side of evil and her wrath would be swift. That was the deal. He left his studies behind that night and walked out into the moonlight. Books held nothing more for him, his thirst for power needed to be quenched.
Backstory: Flindrinkin’s nomadic tribe has called itself “Starfall” for generations. Since roughly the same time they left the Barrier Peaks for a neighboring range. But for Flindrinken’s entire life, he has wanted to return. Maybe it was the way the sharp lighting of sunrise or sunset illuminated the peaks or maybe it was more visceral. After his parents had died and he lost a test of strength when competing for tribe leadership, he voluntarily left the Starfall tribe to strike out on his own. To follow the pull back to the Barrier Peaks to whatever end.
An attractive woman with a few years on her, holds out her hand and gives you a firm shake. "Addison Bennet, and you are?" You can tell from her practical dress that she isn't afraid of hard work and the symbol on her satchel speaks of some religious holdings. "I'm a little new in town. You think you can show a lady where she can rest her legs?" Easy going with an air of confidence, Ms. Bennet relates to you that she was once widowed, her late husband (bless his soul) was eaten by something out of nightmares. Through the faith of (insert god) she was able to fend off the miscreant dead and smash in its head with her husband's hammer. She was accused and found guilty of double homicide, spending a good 10 years in the slammer. But she never lost faith. She kept up her prayers and took up the hammer in the prison shop. Got out early on account of good behavior. She's looking for a new place to park her wagon, and maybe do some good.
His mother told him not to mix with humans, never show who he truly is. He grew up under such prejudice so he kept silent and rarely made friends, those he did were for life
His best friend was a gnome for awhile he taught him the ways of magic he barely caught on preferring sword play
(Rhavein Is the Out doors type but I am not that familiar with the outdoors of Eberron
Im closing recruitment now. Ill change the tag in a moment
Thank you tk everyone who applied. I'll be deciding by the end kf the day. Probably before 9 EST.
If anyone wants to withdraw, let me know. Since i fsil3d to include this before, i will say that we try to move through a rou d per day in combat and my ideal is 2 posts a day. If you can post more, great, less than daily would potentially be an issue. We do play on weekends and holidays, but if the group wanted to pause dor one, we could do that. I have in he past when the group was large, given a time limit to act in combat and if none is taken use a designated default action to keep the game moving.
If this is not for you, let me know if you have already applied. Thanks.
Join a group of adventurers as they explore the Barrier Peaks in search of the fabled arcane inventor Kwalish. Follow in his footsteps as you journey to the lost city of Daoine Gloine, inhabited (so the legend goes) by people made of crystal.
With Ctenmiir, a dwarven vampire trapped within a mechanical-magical coffin, controlled by the adventurers as he guides the party through the surroundings if his long time home White Plume Mountain. Along the way, you may find an Eladrin Warlock with a Laughably Hideous patron to help you negotiate the path through the mountains, and beyond.
Kwalish's lost lab is bound to hold the secrets to the planes and awaits discovery by a brave band of explorers His descendent, the Cartophile has given you the lost map of Kwalish's expedition and tasked you with finding the lab and discovering the truth kf Kwalish's fate.
Play is already in progress, looking for 2-3 more players, join at level 6. Progress is by xp. Abilities by point buy. Magic items will be available from the start, but we can sort it after joining the game.
Please include a name, race, class(es), pronouns (he, she, they, etc.) and a seed of backstory. I like to work in back stories and at level 6 you must have done something interesting by now, but you can fill it in later, just a seed wil suffice for now.
. There will be combat there will be exploration and so help me there will even be social interaction. Recruiting this weekend. Thanks and Good luck.
I'm interested in joining. Just so I know are there any race or class restrictions?
Name: Stabby ( Only name he gives, said with a gruff dwarven sounding voice)
Race: Kenku
Pronoun: He
Class: Rogue (Swashbuckler)
Background: Mercenary Veteran
Backstory: From a young age Stabby had been a member of a traveling band of mercenaries, going all across Faerun to complete their jobs. Most of them dealt with serving as bodyguards for nobles or as occasional extra muscle for both merchant and pirate ships along the Sword Coast. After a contract where they stole a black dragon egg, t(his relying on the members that were the most skilled in stealth with Stabby leading) the group were hired by the Cartophile to backup another group that had been sent ahead. Stabby was sent alone after the group found a better paying job, the Kenku intrigued by the idea as perhaps the inventor may still live and have knowledge to end the curse that holds Kenku back so much.
https://ddb.ac/characters/38718116/3loL9U
Name: Grandal Pa
Race: Hill Dwarf
Class: Cleric (Light Domain)
Pronoun: He
Seed of Backstory: Grandal assumed the life of a hermit content to live out his days as a recluse. He encountered Berronar Truesilver in corporeal form and heard from her mouth a confession of power and purpose. While he didn't particularly like the deity, didn't want to rely on her and absolutely did NOT want to leave his reclusive life, Grandal truly knows about the deity in a way that he can't unknow. This absolute knowledge provides him with something stronger than faith, and it's completely inescapable. He ventured out from his seclusion and took up the mantle of the feanor. He has begun to adventure and serve those he comes in contact with in search of fulfilling the purpose Berronar Truesilver has for him so that he may return to his life as a hermit. He has taken on hazardous tasks, lives recklessly and abuses his mind with drugs, booze, and magic, hoping to destroy the knowledge that ties him to Berronar and her fateful plan.
Gulgus Stormbrew - Dwarf, Druid (5), Circle of the Shepherd - Dreams Into Journey
Name: Aramil
Race: Wood Elf
Class: Monk (Drunken Master)
Prounoun: He
Seed: Aramil always lived for excitement as long as he could remember. At a young age he was sent to a monastery to learn inner peace at the behest of his parents. Aramil however was not the best student and had discovered a peculiar pastime of some local humans; bar fights. Mixing his training with the skills he learned from his many nights on the town Aramil found a balance in his life. Not one to be pinned down for long, he took to the road and the adventures he could find.
DM/Goliath Warden
Brucor
Id be interested in joining if you've got a spot!
Name: Sigurd Olafson (He)
Race: Human
Class: Fighter (rune knight)
Background: Noble
Backstory: Sigurd came from a line of kings hundreds of years ago. When his father, the king, died, the kingdom was thrown into chaos.
The giants living to the north began threatening south, raising already high tensions with the nobles, hoping to oust Sigurd from his rightful ascension. After a great battle in which Sigurd's army defeated the giants, he showed mercy to their leader, allowing them to return to the mountains in exchange for peace. In thanks, the giant skiltgravr (rune cutter) taught him their language and rune secrets.
After his display of battle prowess and show of mercy, Sigurd caught the eye of one of the god Kord's warrior valkyre. They fell in love but the god would not allow one of his chosen to be with a mere mortal: he would have to prove himself. Kord decreed that for Sigurd and his valkyre to be together, he would need to prove himself in life and die a gloriously worthy death. He told Sigurd to take a ship into the icy north and there he would find his answer.
Unfortunately, the gods aren't always forthright. Sailing north, their ship was trapped in ice and all perished safe Sigurd, because Kord had assured he would survive to awaken hundreds of years later in a strange new land/time.
Now, after being freed from his icy sleep, Sigurd Olafson travels the land, still searching for the worthy death he needs, to be with his beloved.
I would also be interested in joining
https://www.dndbeyond.com/profile/BrentOldaker/characters/38714133
A spy who use to collect information on the kingdoms around him for the spy master until he found out that the spy master was a traitor and betrayed the organization and nearly killed the entire order but he and a select few survived and are hunting down the former spy master
Danys Yarjerit
Name: Hondo Moonriver
Class: Rogue Subclass: Arcane Trickster
Race: High Elf Subrace Moon Elf
Background: Noble
Backstory:
Hondo was found on the doorstep of King Varis and Queen Loleith's palace in Greyhawk. Raising him as one of their own sons, Hondo grew up in the ways of nobility. However, he had a knack for tracking down criminals and caught his first thief at age twelve. A fine swordsman and impressive with the bow, Hondo was given the title of Master Investigator of Greyhawk. Now, Hondo also had a half brother, Hilas, who would become King after Varis, because Greyhawk law states that only the firstborn of the King can inherit the throne. When Hondo turned 21, his father and mother were murdered by Sun Elf terrorists. Hilas became king and Hondo set out to find his adopted parents' killers. Hondo's personality is very blunt but friendly. He is skilled in the arts of magic and stealth.
Pronoun: He
I'm loving these backstories. I should have mentioned it, but its not too important given the plane traversing antics of this campaign, but this adventure sees the Barrier Peaks set in the southern part of Chult, a literal barrier between Faerûn and the continent to the south (the name of which escapes me at the moment). You can still be from Oerth or anywhere else for that matter. The module as published easily allows for it and it may even help with an introduction at this point in the story.
Name: Ssej Marfedelom
Race: Liardfolk
Class: Monk
Background: Gladiator
Backstory: The only life I have ever known is as a slave to the Red Wizards. I have no idea where I came from or even what my actual name is. The only name I have been called is the one those evil creatures gave me. As much as I enjoy the weather of this god forsaken land, I was not happy that the Thayans brought me to Chult, even though it did bring about my freedom from their rule. They mistakenly happened across a patrol of the "Flaming Fist" and were defeated. I welcomed the freedom of death but the "Flaming Fist" decided to spare me and then raised me in the Monastic ways, as I was extremely swift and good with my class and tail. At first I just assumed I was another slave and went about my duties diligently, but then I realized that I was not a slave but a welcomed member of the order. I took to my studies with a fever that even they were not accustomed to as the burning hot rage within me for the Red Wizards fueled my learning. I have since gain prestige within the order and often go hunting for any Red Wizards that dare set foot in this jungle.
https://www.dndbeyond.com/characters/38134338/48OLWS
Name: Omiy Forestvale
Race: Human (Variant)
Class: Fighter (Echo Knight)
Pronoun: She/her
Backstory: Omiy is the only daughter to the great high wizard, Hehpon Forestvale. Being highly respected for his name and capability, her father was able to provide Omiy with their superb living conditions and support her leaning at the most renowned wizardry school. However, growing up, Omiy never showed interests in arcane arts, nor cared for reading ancient scripts and memorising prolix spells. Always slacking her homework, failing her grades, and starting fights between her classmates, Omiy was finally expelled from school. Beyond disappointed, her father locked her in her room, and made her reflect upon her own actions.
After her father left for work in the day, Omiy grabbed all the allowance she had been saving under her bed, sneaked out, found a nearby mercenary group, and asked to tag along. From there, she left her home behind, joined the military. She quickly mastered martial skills, learned how to wield weapons, and became a skilled fighter in battle. Her bravery had gained her great reputations among peers. But always felt too restrained in the orders and rules of the military, she eventually left, for she wants to pursuit her own adventure. Too afraid to go back home and face the wrath of her father, she swore she would earn herself fame and power, and show her father that magic isn’t the only way to success. At last she finds her way to Chult, where she vaguely remembers being circled by a red stroke on the map that hanged in her father’s office, with the name “Kawlish” written next to it.
https://ddb.ac/characters/38733956/cbfyRz
Name: Damien Vryce
Race: Human (variant)
Class: Paladin, Oath of Devotion
Background: Acolyte
Backstory: Though raised as an acolyte of the temple, Damien was always more interested in the martial training offered to clerics there, preferring it to dogma and ritual. When an opportunity came, therefore, to join a new order of militant priests organized by the church specifically to destroy undead and demons, he was the first to volunteer. In time, he completed his training and swore an oath to devote himself to the highest principles.
https://ddb.ac/characters/38742286/J9YLJq
Name: Zan Zaren
Race: Half-elf
Class: Celestial Warlock (Chain)
Background: Sage
Backstory: His heritage no longer mattered to Zan. All colours, creeds and genders were equally accepted at the Academy. The study of ancient texts brought him a peace that he had longed for throughout his younger years. Books did not judge him. Scrolls held no animosity. Even published works from religious zealots could be returned to the shelf with no ill will. He had found his calling. Or so he thought...
During vigorous research of one of his favourite gods, the Moonmaiden, Selune, he happened upon several texts speaking of the Shard. His obsession with these Planatars began. He would spend hours scouring texts and parchments for any information on them. On a night filled with the light of the full moon, he was visited by a celestial being, a Sliver. The majestic creature awakened powers within Zan. Powers, he was told, that would only function if he were to follow the way of the Lady of Silver. Rise up against evil and the powers would remain. Take the side of evil and her wrath would be swift. That was the deal. He left his studies behind that night and walked out into the moonlight. Books held nothing more for him, his thirst for power needed to be quenched.
Character Sheet
Hondo gets worried as he sees better and better applications.
You all have great stories though.
Name: Flindrinkin Gruseslider Starfall
Race: Goliath
Pronoun: He
Class: Barbarian (Path of the Beast)
Background: Folk Hero
Backstory: Flindrinkin’s nomadic tribe has called itself “Starfall” for generations. Since roughly the same time they left the Barrier Peaks for a neighboring range. But for Flindrinken’s entire life, he has wanted to return. Maybe it was the way the sharp lighting of sunrise or sunset illuminated the peaks or maybe it was more visceral. After his parents had died and he lost a test of strength when competing for tribe leadership, he voluntarily left the Starfall tribe to strike out on his own. To follow the pull back to the Barrier Peaks to whatever end.
https://ddb.ac/characters/38749206/6IZLIY
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
Name: Addison Bennet
Race: Human
Class: Cleric, Forge
Background: Guild Artisan
An attractive woman with a few years on her, holds out her hand and gives you a firm shake. "Addison Bennet, and you are?" You can tell from her practical dress that she isn't afraid of hard work and the symbol on her satchel speaks of some religious holdings. "I'm a little new in town. You think you can show a lady where she can rest her legs?" Easy going with an air of confidence, Ms. Bennet relates to you that she was once widowed, her late husband (bless his soul) was eaten by something out of nightmares. Through the faith of (insert god) she was able to fend off the miscreant dead and smash in its head with her husband's hammer. She was accused and found guilty of double homicide, spending a good 10 years in the slammer. But she never lost faith. She kept up her prayers and took up the hammer in the prison shop. Got out early on account of good behavior. She's looking for a new place to park her wagon, and maybe do some good.
Ability scores: 16 13 13 11 14 13
https://ddb.ac/characters/37025850/5T53V6
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Name: Rhavein
Race: Shifter
Class: Eldritch Knight
Pronoun: He
His mother told him not to mix with humans, never show who he truly is. He grew up under such prejudice so he kept silent and rarely made friends, those he did were for life
His best friend was a gnome for awhile he taught him the ways of magic he barely caught on preferring sword play
(Rhavein Is the Out doors type but I am not that familiar with the outdoors of Eberron
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
When will recruiting end? I know this weekend, but is there a specific time?
Im closing recruitment now. Ill change the tag in a moment
Thank you tk everyone who applied. I'll be deciding by the end kf the day. Probably before 9 EST.
If anyone wants to withdraw, let me know. Since i fsil3d to include this before, i will say that we try to move through a rou d per day in combat and my ideal is 2 posts a day. If you can post more, great, less than daily would potentially be an issue. We do play on weekends and holidays, but if the group wanted to pause dor one, we could do that. I have in he past when the group was large, given a time limit to act in combat and if none is taken use a designated default action to keep the game moving.
If this is not for you, let me know if you have already applied. Thanks.
Withdrawn.
Stormdevil | Gnome Druid/Circle of the Stars | 4
Nur | Changeling Rogue/Soulknife | 5