This is an adventure published by WotC as a series of short modules as part of the ongoing MtG_x_D&D event. If you are familiar with Adventurers League, the episodic story arc is similar, but lacking the structure of organized play that accompanies AL.
Characters begin at level 8. If you want, you can use any of the pregen characters you may be familiar with. You can swap features as you wish, using these for inspiration or make your own character entirely. The adventure starts near the sword coast of Faerûn, so maybe have some ide how your character gets there. Both she's a planewalker and he was born there are perfectly fine, but be as creative as you like. By level 8 your character has probably seen some stuff, but in theory the most interesting stuff is in the frontstory, so that hasn't happened to them yet, 8n case anyone was planning on writing War and Peace with their character as the protagonist.
Full.disclosure: I don't play MTG, never have. Im.aeafe of it, but most of the Easter eggs in this game will he lost on me, and I'm fine with that. I am familiar with Theros and Ravnica and through these some broader MtG things, but that's it.
5e is a very bounded system, which is continuing to evolve (some call it power creep). The result is that magic items are few and far between as characters are not assumed to have them when encounters are designed. As I do not intend to modify these modules, I am not assigning magic item vouchers for character creation, despite the expectation that 8th level PCs would be expected to have a few normally.
About me: I usually post a few times daily. I am currently running one other pbp campaign also about level 8/9, which I am thinking of running with a second group. I'm running one in-person 3.5 campaign and playing actively in one 5e pbp campaign. My posts are mainly evenings but I check posts throughout the day. Eastern time.
Please manage your own equipment, spell slots HP, etc. I expect you to eventually make the character sheet in D&D Beyond, but if your using a pregen, for now you can just state that. If you want ro add anything you don't have access ro, talk to.me.aboit it and we can figure it out.
Please, describe your actions in concrete terms. I'm not looking for poetry, just specificity for Mechanical reasons. Vague statements tend to generate questions for mechanics and rulings, so instead of "I check the body" I would prefer "I remove x, y and z from the body, inspect them and if I see anything unusual I'll ritual cast identify". It's longer to write it, but it speeds things up quite a bit. Another thing that speeds things up is group initiative. In combat its "us" vs "them" so no waiting for your turn to post, either you're side is up or the other side is,. I'll roll initiative for both sides each round, because that's what's been working best in my pbp experiments, err... Experience. This effectively means its always players' turn until they've all posted, as soon as I can I'll resolve the rou d and post the initiative for the next one and if applicable enemy actions at the same time. This greatly accelerates combat, the slowest part of the game.
This adventure deals with the Red Wizards of Thay. If you have something with them already in your Backstory, cool. If not, no big deal, it just helps me tune the hook. If your not inclined to use the pregen ability scores or wish to make your own PC, feel free to use standard array or roll, rerolling all 1's.
No races or classes are outright excluded, but I am not looking for min/maxers, so I probably just won't pick those submissions. To be clear, it's not that I mind optimization, it's just that I feel there is small overlap between that kind of character and compelling role play, so it's a bias I acknowledge and I'm being transparent about it with you. So if you're dipping warlock, paladin barbarian or sorcerer, I'll be looking at that with a critical eye, but if that's what makes sense for the character you want ro bring to life, go for it.
One more bit: I usually use Theater of the Mind in pbp. This does make combat less tactical and really puts mechanics such as attacks of opportunity, area of effect spells, and features like auras and pack tactics harder to jugde. In general I interpret these things more in favor of the mechanic acting rather than not acting, for better or worse. I do sometimes make maps for things, usually 2D maps with numberless grids. I have made some in Talespire, but it's not there yet, still sometimes it's nice to have a model for things, like a series of platform jumps to reach the treasury - some things are easier to picture when rendered in 3D.
If this sounds like a game you'd be interested in playing, please submit your level 8 character below. I'll PM selected players by the end of the weekend, possibly earlier.
Serak was an orphan on the streets of Athkatla for much of his early childhood. He survived by stealing and playing a flute that he carved himself for tips. In his early teens Serak fell in with a gang of pickpockets. He'd distract their marks with music, sleight of hand, and acrobatic tricks while he and his gang robbed the crowd blind.
The gang was eventually broken up by the Shadow Thieves and Serak was forced to work for the Guild to pay for the offense of stealing in their territory. The next few years he focused on his "education" and became a competent lock breaker and showed great aptitude with finding and disarming traps.
After earning his freedom, he still has strong ties within The Shadow Thieves, but has decided to adventure and make a name for himself in the world. He travels the lands, collecting stories and legends while doing his best to stay out of trouble.
Party Roles: Skill Monkey, Locks & Traps, Scout, Support Magic, Good Tunes
Edit: Application withdrawn. The curse of the bad dice rolls strikes again. I know it shouldn't matter, but everyone else rolled too well. Not going to play the special kid that is outclassed by everyone.
Name: Safeguard Race: Warforged Class: Artificer 8 Background: Izzet Engineer (The closest to an engineer)
Backstory:
Safeguard was created in Lantan as a test dummy to gauge their "Safeguards" for prototype technology they were creating. After some time one engineer noticed Safeguard's innate curiosity in the devices they were testing. She initially showed him how some of the devices worked. In return Safeguard was able to recreate similar devices but with only very limited and much lower quality components. After showing his aptitude the engineers began involving him more in the creation process of their prototypes. He was still used as a test dummy but he helped improve their designs and gained tremendous knowledge.
Then the Spellplague occurred which took down Lantan and when the tsunamis came, it was only a stroke of luck that they were testing a water-breathing prototype which saved his life. He was eventually washed up onto the mainland at which point he realized one thing, he is now free. So rather than going back to Lantan he decided to explore Faerun and work on his own designs. Ever since he's been adventuring and gathering resources for schematics he has drawn up.
Short backstory: Isaac is a nomadic man, traveling up and down the sword coast. He makes a living hunting beasts, tracking down people, and rescuing captives from bandit/pirates. He keeps mostly to himself, but often resupplies in towns and cities along the coast
(that's about as detailed as I want to get. One caveat is that I'd like to be a beast master ranger, but I only have access to Drakewarden and Hunter. Oh, also, I grabbed firearms expert and a gun with some bullets, if that's not okay please let me know and I'll submit a second charger concept)
Backstory?: Vrah has a personal hatred for the Thayans and will typically kill any of them on site. Having been an escaped slave who was forced to help train their fighter mages as a target dummy, he despises most magic of any kind. One particular "training" day something happened to the magic that was being wielded on him as instead of the magic hurting him, for some reason his body absorbed the magic energy and he felt a renewed vigor and he fought back wildly, killing the few thayans that were in the arena that day. He was able to escape and ever since he hunts them down to enact vengeance on any Thayans in runs across as well as he is trying to find out what exactly happened that fateful day.
I was also playing with a Kobold Range Drakewarden Archer...Fighting from the back of his Drake....Either way it would be one of the two. I need to sleep on it and will edit post to reflect the change. Would also be an escaped slave from the Thayans running away with the "gifted" powers of the Drakewarden.
Name:Lilith - D&D Beyond (dndbeyond.com) Race: Human (variant) Class: Undying warlock Background: Noble Backstory: Lilith was born into thayan "nobility" and soon came to the attention of Szass Tam. Eager to prolong her life and beauty she served the zulkir loyally in the hopes of one day recieving the gift of immortality. Recent developments in Thay has made her unwanted there and she has taken her refuge to the Sword coast while planning her triumphant return. (I think the rest must be fleshed out as I get some sense on if Szass Tam would be a villain or a potential ally in this game. The character is admittedly inspired by one of the pregens, but it made more sense to me to be the same level as the others.)
Class: Monk (5) Way of Mercy / Cleric (3) Life Domain
Background: Criminal
Backstory: Kiyo lost her way when following her mother in the people's market. She was found by less savory elements in the community and was forced to use her natural abilities to perform tasks of a criminal nature. During one such job, she was caught by the very man she was supposed to steal from. He took her in, protected her, and showed her that there was a Way to live that did not involve criminal activity. He taught her how care for others, heal the sick, tend to the wounded and help others in need. He showed her how to have faith in life. She spent years following these teachings, spreading hope and giving aid to those in crisis.
It is unknown to her whether her family still lives. During her tenure, the ring of rogues told her if she did not do as they say, her family will be destroyed. After leaving the ring, she was unable to find them.
This post has potentially manipulated dice roll results.
Alright, I'm interested to give this campaign a try.
Footnote for the DM:
I've played Adventurer's League with this character before but I didn't have it min-maxed since it was my first character, and nor am I planning to do that with this version of my character as well.
Once a servant in a lavish yet worn-out manor for a nobleman whom never interacted with the staff before flames had engulfed it and most that were there had perished from the flame, his mother managed to get them both out while her son was mentally scarred with a traumatic sight he chooses to keep from anyone but his mother.
Escaping the manor, they took refuge with an accommodating Dragonborn fencer named Altronius who promised to let them live in his home a few miles north from Waterdeep in return to have Varle be his apprentice.
With that, Varle spent many years as a young teenager practicing his footing and competency over fencing and general combat, excelling at swiftly dodging attacks while riposting and landing a blow but often has trouble focusing himself in predicting his master's patterns/adjustments mid-training. Nonetheless, the dragonborn was a strict yet well-meaning teacher and also gave Varle some insight into his own races history/language, teaching him enough that he can fluently speak sentences well during those years.
Eventually, Varle decided to take his leave and adventure out leading to him going to Torm's Hand honoring a hero who fell in battle. Unbeknownst to him, he took part in defending its fortress against a demonic incursion from Avernus hell-spawn, narrowly avoiding death several times while his mind unfocused and scattered by the whole event reminding him of the horrors that transpired in the old manor. Reference to Hellfire Requiem, a Descent to Avernus "Avernus Rising" epic.
After surviving the whole ordeal, he went to Waterdeep sending a letter to his mother saying that she had nothing to fear since his soul still retains in his body, sending a good amount of gold to her and his master from the spoils of the men who reimbursed many of those who survived Torm's Hand. He spends the rest of his time idling in Waterdeep, taking jobs and dispatching a few bandits by his lonesome with ease in dark alleyways, giving most of his gold to his mother while he leaves little for himself to pay for rent in a tavern and eating cheap food.
He awaits for something to take his eye so he can use his expertise in dueling to good use, often lending his services available by a rather basic paper poster on the tavern's bulletin board, promising in it to be a skilled fighter with his hands empty on work.
Backstory: Angus' mother was for many years a member of the famed Knights of Myth Drannor. After a long and glorious career, she married the laird of a quiet country estate, and settled down to raise a family, her polished plate armor proudly on display in the entry of their manor. Angus, the third son and fifth child, was the only sibling to show an aptitude for martial study. He was trained first by his mother, and then by swordmasters brought in to increase his skills. Additionally, the local priest took him under his wing, instructing him in religion, and even sharing some minor training in divine magic. On his nineteenth birthday, his mother, Lady Irina Killburney, presented him to Dove Falconhand, the leader of her former order and requested that he be admitted as an initiate. After observing him, the famed knight agreed to take him under her wing, and he adventured with the band for several years. 12 years ago, after Dove's death, Angus was sent to the Sword Coast as part of the Order's goal to "build alliances and friendship between the civilized races of the world and goodly people in order to combat evil". He has traveled to several of the more prominent cities, most recently Baldur's Gate, as an emissary of the order, to seek contacts and alliances in the area. He misses Dove a great deal, and from time to time, almost feels like he hears her whispering in his mind.
Not enough Planeswalker submissions, if there isn't one by the player selection I would like to play a pregen or somehow generate another one (maybe Teferi if I can get access to Chronurgey magic)
Backstory: Born in Waterdeep to a family of High Elves that were down on their luck. Grew up on the streets. Recruited by the Harpers to take care of certain "problems" that diplomacy didn't solve. He doesn't take just any job, he only agrees to an assassination if the target is evil or causing misery and suffering for others. Currently in between jobs, money from last "project" is running low...
Name: Tauzan Sarava Race: Human (variant) Class: Monk (Path of the Kensei) 8 Background: Sage Alignment: Neutral Good
Brief Backstory: Tauzan was born and grew up in Calimshan and it was there that he entered a monastic order to become a monk. Devoted to his studies, he was always far more studious than nearly all of his peers. In time he traveled to Candlekeep in his search for knowledge and to further his studies. Though not himself a magic-user, his studies focused on the arcane. Always seeking out new sources of knowledge, he has been in the Sword Coast region for a couple of years now.
(Note - I have no real knowledge of MtG lore, but this sounds interesting. I imagine Tauzan as a scholar and while not magical himself, he would definitely be drawn into learning more about the arcane.)
Ability Scores: Standard Array: STR10 DEX14CON12 INT16WIS15 CHA10
Background: Folk Hero
Backstory: Marlyth grew up with a group of tribal community who preferred nomadic lifestyle. Thus, she had been surrounded by folk lores, urban legends, superstitious belief when her clan was often accused of illicit use of magic to curse the potential enemy. Indeed, she had been accused of such activities and it helped her to be considered notorious for druidcraft. She was initiated to an inner circle of druids who had the responsibility of safe-keeping the coastal area, the flora and fauna of the Sword Coast. As a result, she joined a group of adventurer to travel and gather information about the area.
Just a reminder if anyone wants to change backstory elements or expand on them: you don't have to be from Realmspace / Faerûn to play this, but it's fine if you are, just mentioning Strixhaven, Ravnica, Theros or non-DnD expanded realms like Esper or Kaladesh [the latter kind of reminds me of Eberron, which is also an option, or Krynn or Sigil or wherever].
I'm still deciding but by the end of this weekend we should have a definitive party.
Backstory: Calner was snatched from his homeworld by a powerful being of the Far Realm. This entity shattered Cal's mind like fine crystal and put it back together like a jigsaw puzzle. Other strange things happened that defied all known laws of physics, but we won't mention those for sanity's sake. This triggered Cal's planeswalker spark and he escaped the Far Realm. Calner was teleported to the Sword Coast with holes in his memory and many new, and odd powers of sorcery.
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
— A basic prayer.
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This is an adventure published by WotC as a series of short modules as part of the ongoing MtG_x_D&D event. If you are familiar with Adventurers League, the episodic story arc is similar, but lacking the structure of organized play that accompanies AL.
Characters begin at level 8. If you want, you can use any of the pregen characters you may be familiar with. You can swap features as you wish, using these for inspiration or make your own character entirely. The adventure starts near the sword coast of Faerûn, so maybe have some ide how your character gets there. Both she's a planewalker and he was born there are perfectly fine, but be as creative as you like. By level 8 your character has probably seen some stuff, but in theory the most interesting stuff is in the frontstory, so that hasn't happened to them yet, 8n case anyone was planning on writing War and Peace with their character as the protagonist.
Full.disclosure: I don't play MTG, never have. Im.aeafe of it, but most of the Easter eggs in this game will he lost on me, and I'm fine with that. I am familiar with Theros and Ravnica and through these some broader MtG things, but that's it.
5e is a very bounded system, which is continuing to evolve (some call it power creep). The result is that magic items are few and far between as characters are not assumed to have them when encounters are designed. As I do not intend to modify these modules, I am not assigning magic item vouchers for character creation, despite the expectation that 8th level PCs would be expected to have a few normally.
About me: I usually post a few times daily. I am currently running one other pbp campaign also about level 8/9, which I am thinking of running with a second group. I'm running one in-person 3.5 campaign and playing actively in one 5e pbp campaign. My posts are mainly evenings but I check posts throughout the day. Eastern time.
Please manage your own equipment, spell slots HP, etc. I expect you to eventually make the character sheet in D&D Beyond, but if your using a pregen, for now you can just state that. If you want ro add anything you don't have access ro, talk to.me.aboit it and we can figure it out.
Please, describe your actions in concrete terms. I'm not looking for poetry, just specificity for Mechanical reasons. Vague statements tend to generate questions for mechanics and rulings, so instead of "I check the body" I would prefer "I remove x, y and z from the body, inspect them and if I see anything unusual I'll ritual cast identify". It's longer to write it, but it speeds things up quite a bit. Another thing that speeds things up is group initiative. In combat its "us" vs "them" so no waiting for your turn to post, either you're side is up or the other side is,. I'll roll initiative for both sides each round, because that's what's been working best in my pbp experiments, err... Experience. This effectively means its always players' turn until they've all posted, as soon as I can I'll resolve the rou d and post the initiative for the next one and if applicable enemy actions at the same time. This greatly accelerates combat, the slowest part of the game.
This adventure deals with the Red Wizards of Thay. If you have something with them already in your Backstory, cool. If not, no big deal, it just helps me tune the hook. If your not inclined to use the pregen ability scores or wish to make your own PC, feel free to use standard array or roll, rerolling all 1's.
No races or classes are outright excluded, but I am not looking for min/maxers, so I probably just won't pick those submissions. To be clear, it's not that I mind optimization, it's just that I feel there is small overlap between that kind of character and compelling role play, so it's a bias I acknowledge and I'm being transparent about it with you. So if you're dipping warlock, paladin barbarian or sorcerer, I'll be looking at that with a critical eye, but if that's what makes sense for the character you want ro bring to life, go for it.
One more bit: I usually use Theater of the Mind in pbp. This does make combat less tactical and really puts mechanics such as attacks of opportunity, area of effect spells, and features like auras and pack tactics harder to jugde. In general I interpret these things more in favor of the mechanic acting rather than not acting, for better or worse. I do sometimes make maps for things, usually 2D maps with numberless grids. I have made some in Talespire, but it's not there yet, still sometimes it's nice to have a model for things, like a series of platform jumps to reach the treasury - some things are easier to picture when rendered in 3D.
If this sounds like a game you'd be interested in playing, please submit your level 8 character below. I'll PM selected players by the end of the weekend, possibly earlier.
Here is a link to the Pregens
Ability scores: 13 14 14 14 16 16
Serak The Skald
Race: Half-Elf
Class: 8 Bard (Lore)
Background: Urchin
Backstory:
Serak was an orphan on the streets of Athkatla for much of his early childhood. He survived by stealing and playing a flute that he carved himself for tips. In his early teens Serak fell in with a gang of pickpockets. He'd distract their marks with music, sleight of hand, and acrobatic tricks while he and his gang robbed the crowd blind.
The gang was eventually broken up by the Shadow Thieves and Serak was forced to work for the Guild to pay for the offense of stealing in their territory. The next few years he focused on his "education" and became a competent lock breaker and showed great aptitude with finding and disarming traps.
After earning his freedom, he still has strong ties within The Shadow Thieves, but has decided to adventure and make a name for himself in the world. He travels the lands, collecting stories and legends while doing his best to stay out of trouble.
Party Roles: Skill Monkey, Locks & Traps, Scout, Support Magic, Good Tunes
Edit: Application withdrawn. The curse of the bad dice rolls strikes again. I know it shouldn't matter, but everyone else rolled too well. Not going to play the special kid that is outclassed by everyone.
"Not all those who wander are lost." - J.R.R. Tolkien
Ability Scores: 11 11 11 16 17 9
https://ddb.ac/characters/53780774/rs7fI5
Name: Safeguard
Race: Warforged
Class: Artificer 8
Background: Izzet Engineer (The closest to an engineer)
Backstory:
Safeguard was created in Lantan as a test dummy to gauge their "Safeguards" for prototype technology they were creating. After some time one engineer noticed Safeguard's innate curiosity in the devices they were testing. She initially showed him how some of the devices worked. In return Safeguard was able to recreate similar devices but with only very limited and much lower quality components. After showing his aptitude the engineers began involving him more in the creation process of their prototypes. He was still used as a test dummy but he helped improve their designs and gained tremendous knowledge.
Then the Spellplague occurred which took down Lantan and when the tsunamis came, it was only a stroke of luck that they were testing a water-breathing prototype which saved his life. He was eventually washed up onto the mainland at which point he realized one thing, he is now free. So rather than going back to Lantan he decided to explore Faerun and work on his own designs. Ever since he's been adventuring and gathering resources for schematics he has drawn up.
Party Roles: Tank, Support
Ability scores: 15 13 15 14 9 16
Filling out in a bit (Woah!) I was planning on going variant human, but maybe not...
But I still needed the feat, here is a link to the character.
https://ddb.ac/characters/54383841/B600lG
Short backstory: Isaac is a nomadic man, traveling up and down the sword coast. He makes a living hunting beasts, tracking down people, and rescuing captives from bandit/pirates. He keeps mostly to himself, but often resupplies in towns and cities along the coast
(that's about as detailed as I want to get. One caveat is that I'd like to be a beast master ranger, but I only have access to Drakewarden and Hunter. Oh, also, I grabbed firearms expert and a gun with some bullets, if that's not okay please let me know and I'll submit a second charger concept)
Ability scores: 12 13 13 8 14 9
https://www.dndbeyond.com/characters/54384907/1irSA5
Race: Bugbear (for now)
Class: Barbarian, Path of the Wild Magic
Background: Gladiator
Backstory?: Vrah has a personal hatred for the Thayans and will typically kill any of them on site. Having been an escaped slave who was forced to help train their fighter mages as a target dummy, he despises most magic of any kind. One particular "training" day something happened to the magic that was being wielded on him as instead of the magic hurting him, for some reason his body absorbed the magic energy and he felt a renewed vigor and he fought back wildly, killing the few thayans that were in the arena that day. He was able to escape and ever since he hunts them down to enact vengeance on any Thayans in runs across as well as he is trying to find out what exactly happened that fateful day.
I was also playing with a Kobold Range Drakewarden Archer...Fighting from the back of his Drake....Either way it would be one of the two. I need to sleep on it and will edit post to reflect the change. Would also be an escaped slave from the Thayans running away with the "gifted" powers of the Drakewarden.I would be interested. 8th is a higher level than a lot if what I've played. Ill work on a character shortly.
Ability scores: 16 9 12 16 14 14
Name: Lilith - D&D Beyond (dndbeyond.com)
Race: Human (variant)
Class: Undying warlock
Background: Noble
Backstory: Lilith was born into thayan "nobility" and soon came to the attention of Szass Tam. Eager to prolong her life and beauty she served the zulkir loyally in the hopes of one day recieving the gift of immortality. Recent developments in Thay has made her unwanted there and she has taken her refuge to the Sword coast while planning her triumphant return. (I think the rest must be fleshed out as I get some sense on if Szass Tam would be a villain or a potential ally in this game. The character is admittedly inspired by one of the pregens, but it made more sense to me to be the same level as the others.)
Withdrawn.
Varielky
Ability Scores Ability scores: 11 14 13 16 10 16
Race: Elf (Eladrin)
Class: Monk (5) Way of Mercy / Cleric (3) Life Domain
Background: Criminal
Backstory: Kiyo lost her way when following her mother in the people's market. She was found by less savory elements in the community and was forced to use her natural abilities to perform tasks of a criminal nature. During one such job, she was caught by the very man she was supposed to steal from. He took her in, protected her, and showed her that there was a Way to live that did not involve criminal activity. He taught her how care for others, heal the sick, tend to the wounded and help others in need. He showed her how to have faith in life. She spent years following these teachings, spreading hope and giving aid to those in crisis.
"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
Alright, I'm interested to give this campaign a try.
Footnote for the DM:
I've played Adventurer's League with this character before but I didn't have it min-maxed since it was my first character, and nor am I planning to do that with this version of my character as well.
Ability score rolls: 11 15 14 12 11 14
Name: Varle Alfranz
Race: Feral Tiefling
Class: Swashbuckler Rogue 6/ Fighter 2
Background: Haunted One
Backstory:
Once a servant in a lavish yet worn-out manor for a nobleman whom never interacted with the staff before flames had engulfed it and most that were there had perished from the flame, his mother managed to get them both out while her son was mentally scarred with a traumatic sight he chooses to keep from anyone but his mother.
Escaping the manor, they took refuge with an accommodating Dragonborn fencer named Altronius who promised to let them live in his home a few miles north from Waterdeep in return to have Varle be his apprentice.
With that, Varle spent many years as a young teenager practicing his footing and competency over fencing and general combat, excelling at swiftly dodging attacks while riposting and landing a blow but often has trouble focusing himself in predicting his master's patterns/adjustments mid-training. Nonetheless, the dragonborn was a strict yet well-meaning teacher and also gave Varle some insight into his own races history/language, teaching him enough that he can fluently speak sentences well during those years.
Eventually, Varle decided to take his leave and adventure out leading to him going to Torm's Hand honoring a hero who fell in battle. Unbeknownst to him, he took part in defending its fortress against a demonic incursion from Avernus hell-spawn, narrowly avoiding death several times while his mind unfocused and scattered by the whole event reminding him of the horrors that transpired in the old manor.
Reference to Hellfire Requiem, a Descent to Avernus "Avernus Rising" epic.After surviving the whole ordeal, he went to Waterdeep sending a letter to his mother saying that she had nothing to fear since his soul still retains in his body, sending a good amount of gold to her and his master from the spoils of the men who reimbursed many of those who survived Torm's Hand. He spends the rest of his time idling in Waterdeep, taking jobs and dispatching a few bandits by his lonesome with ease in dark alleyways, giving most of his gold to his mother while he leaves little for himself to pay for rent in a tavern and eating cheap food.
He awaits for something to take his eye so he can use his expertise in dueling to good use, often lending his services available by a rather basic paper poster on the tavern's bulletin board, promising in it to be a skilled fighter with his hands empty on work.
Ability scores: 16 13 10 12 7 11
Wip: Saein- High elvish wizard from Everaska, a scholar who studied at Candlekeep. (Knowledge cleric 1/wizard 7)
https://ddb.ac/characters/54392921/AkJg0j
edit- I got in your other game- I’ll withdraw from this one. Thanks
Raw ability scores: Ability scores: 17 14 16 14 16 15
Name: Angus Killburney
Race: Human
Class: Paladin 8
https://ddb.ac/characters/54395993/xB6AnY
Background: Knight of the Order
Backstory: Angus' mother was for many years a member of the famed Knights of Myth Drannor. After a long and glorious career, she married the laird of a quiet country estate, and settled down to raise a family, her polished plate armor proudly on display in the entry of their manor. Angus, the third son and fifth child, was the only sibling to show an aptitude for martial study. He was trained first by his mother, and then by swordmasters brought in to increase his skills. Additionally, the local priest took him under his wing, instructing him in religion, and even sharing some minor training in divine magic. On his nineteenth birthday, his mother, Lady Irina Killburney, presented him to Dove Falconhand, the leader of her former order and requested that he be admitted as an initiate. After observing him, the famed knight agreed to take him under her wing, and he adventured with the band for several years. 12 years ago, after Dove's death, Angus was sent to the Sword Coast as part of the Order's goal to "build alliances and friendship between the civilized races of the world and goodly people in order to combat evil". He has traveled to several of the more prominent cities, most recently Baldur's Gate, as an emissary of the order, to seek contacts and alliances in the area. He misses Dove a great deal, and from time to time, almost feels like he hears her whispering in his mind.
Not enough Planeswalker submissions, if there isn't one by the player selection I would like to play a pregen or somehow generate another one (maybe Teferi if I can get access to Chronurgey magic)
withdrawn
Ability scores: 13 17 16 16 11 17
Name: Tabaqui the Jackal
Race: High Elf
Class: Rogue/Assassin 8
Background:
Stats: rolled
Alignment: Chaotic Good
https://ddb.ac/characters/54236445/bLQJvK
Background: Spy
Backstory: Born in Waterdeep to a family of High Elves that were down on their luck. Grew up on the streets. Recruited by the Harpers to take care of certain "problems" that diplomacy didn't solve. He doesn't take just any job, he only agrees to an assassination if the target is evil or causing misery and suffering for others. Currently in between jobs, money from last "project" is running low...
Ability scores: 12 15 16 14 13 15
Ability scores: 15 17 18 10 14 12
Name: Tauzan Sarava
Race: Human (variant)
Class: Monk (Path of the Kensei) 8
Background: Sage
Alignment: Neutral Good
Brief Backstory: Tauzan was born and grew up in Calimshan and it was there that he entered a monastic order to become a monk. Devoted to his studies, he was always far more studious than nearly all of his peers. In time he traveled to Candlekeep in his search for knowledge and to further his studies. Though not himself a magic-user, his studies focused on the arcane. Always seeking out new sources of knowledge, he has been in the Sword Coast region for a couple of years now.
(Note - I have no real knowledge of MtG lore, but this sounds interesting. I imagine Tauzan as a scholar and while not magical himself, he would definitely be drawn into learning more about the arcane.)
https://ddb.ac/characters/54385224/Z25lTZ
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Character Creation
Name: Marlyth
Class: Druid 6/ Ranger 2
Race: Tiefling
Ability Scores: Standard Array: STR10 DEX14 CON12 INT16 WIS15 CHA10
Background: Folk Hero
Backstory: Marlyth grew up with a group of tribal community who preferred nomadic lifestyle. Thus, she had been surrounded by folk lores, urban legends, superstitious belief when her clan was often accused of illicit use of magic to curse the potential enemy. Indeed, she had been accused of such activities and it helped her to be considered notorious for druidcraft. She was initiated to an inner circle of druids who had the responsibility of safe-keeping the coastal area, the flora and fauna of the Sword Coast. As a result, she joined a group of adventurer to travel and gather information about the area.
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
Just a reminder if anyone wants to change backstory elements or expand on them: you don't have to be from Realmspace / Faerûn to play this, but it's fine if you are, just mentioning Strixhaven, Ravnica, Theros or non-DnD expanded realms like Esper or Kaladesh [the latter kind of reminds me of Eberron, which is also an option, or Krynn or Sigil or wherever].
I'm still deciding but by the end of this weekend we should have a definitive party.
Ability scores: 15 18 13 15 11 11
Name: Calner Miggledy
Race: Mark of Scribing Gnome
Class: Sorcerer (Aberrant Mind)
Background: Guild Merchant (Cobbler)
Backstory: Calner was snatched from his homeworld by a powerful being of the Far Realm. This entity shattered Cal's mind like fine crystal and put it back together like a jigsaw puzzle. Other strange things happened that defied all known laws of physics, but we won't mention those for sanity's sake. This triggered Cal's planeswalker spark and he escaped the Far Realm. Calner was teleported to the Sword Coast with holes in his memory and many new, and odd powers of sorcery.