Looking to start The Sunless Citadel (5e) module (will be in Faerun, near Mt. Hotenow), it's my first time running the module, and while I have DMed in person, and played via PbP, this is my first time running a PbP game.
Looking to have 4 players.
PC's will be 'discovered' via the fate of the dice (Roll your ancestry and your stats, then choose your background and class accordingly):
Roll on the following tables to determine your ancestry
Western Heartlands demographics (*If you roll 100 on your main heritage, roll a d4 on the WH Other table):
Western Heartlands
Low
Hiigh
d100
WH Other
Low
High
d4
Dwarf
1
1
Dragonborn
1
2
Halfling
2
5
Tiefling
3
4
Elf
6
12
Human
13
90
Half-elf
91
94
Half-orc
95
97
Gnome
98
99
Other*
100
100
Once you have your main ancestry, choose the appropriate table below to roll against to determine your specific heritage.
Human Subrace
Low
High
d10
Generalist
1
6
Specialist
7
10
Dwarf Subrace
Low
High
d10
Gray
1
2
Hill
3
7
Mountain
8
10
Elf Subrace
Low
High
d8
Eladrin
1
1
Wood
2
3
High
4
6
Drow
7
8
Halfling Subrace
Low
High
d10
Ghostwise
1
1
Lightfoot
2
6
Stout
7
10
Gnome Subrace
Low
High
d10
Deep
1
2
Rock
3
7
Forest
8
10
Half-elf Bloodline
Low
High
d20
Half-Eladrin
1
2
Half-Wood
3
6
Unkown Heritage
7
13
Half High
14
18
Half-Drow
19
20
Dragonborn Color
Low
High
d10
Black
1
1
Blue
2
2
Brass
3
3
Bronze
4
4
Copper
5
5
Gold
6
6
Green
7
7
Red
8
8
Silver
9
9
White
10
10
Tiefling Bloodline
Low
High
d12
Asmodeus (Standard)
1
1
Baalzebul
2
2
Dispater
3
3
Feral
4
4
Feral (Variant)
5
5
Fierna
6
6
Glasya
7
7
Levistus
8
8
Mammon
9
9
Mephistopheles
10
10
Unknown (Variant)
11
11
Zariel
12
12
Attributes: Roll 3 sets of stats; 4d6 drop lowest dice re-roll ones once. Choose the set you want, assign stats in order of roll.
Background: Choose your Background well, all backgrounds welcome.
Class: Upon getting your attributes, choose your class. All classes are welcome, but we will not multi-class in this module (If we choose to continue beyond this module, then we can consider it at Level 5)
Alignment: Good/lawful or neutral alignments only please.
Let me know character details, link to character sheet and a brief backstory.
PbP considerations To try and keep the game moving I will do the following the reflect the fact it's PbP;
- I will roll initiative at the start of combat. - If you think you'll need a skill/ability check include it in your post, or I will roll for you based on the actions in your post. - If a PC is inactive for >24 hours and it's holding up progress I will bot them (a PC won't be able to die this way if it happen in combat, they can be knocked out but stable) - If a PC is inactive for over a week will look to re-recruit.
Other PbP considerations
At the end of the module we can take a break if needed, players may leave the campaign, or continue to another module, etc. Will also let the group decide at that point if we want to take a few days break as a group, as PbP is over a long time hopefully this helps with any burnout...
Over to you
Post your characters below and ask any questions, will leave recruitment open until mid-night, Friday Aug 27th, 2021 CDT (I'm US based).
This post has potentially manipulated dice roll results.
Name: Serena Duskleaf Race:41 Human (variant Fey touched feat) Ability scores: 141214141114 Ability scores: 11131010810 Ability scores: 111312151511 Human subrace:7 Class: Warlock (Archfey) Background: Criminal Alignment: Neutral Good Backstory: Serena was born to poor farmers in the vicinity of Neverwinter. As a child she used to play in her secret glade with her friend Flappy, a tiny dragon her parents thought imaginary. Sometimes she was also visited at the glade by a weird but friendly lady telling her about a place called the Feywild. When she came of age she took a job as a barmaid in Neverwinter, but as she realized the preposterous wealth of the nobility she began liberating wealth to the less fortunate through various heists. Recently she got the men of the nefarious Lord Protector Dagult Neverember after her and she decided to lay low for a while, leaving Neverwinter and taking on adventuring instead. And adventure was never far away.
Ancestry: 27. Human subrace (I assume Generalist is the Vanilla version and Specialist is the Variant?): 4.
Name: Livia Nei. Background: Noble. Class: Sorcerer (Divine Soul). Alignment: Lawful Good. Backstory: Livia was kept inside the family's manor her whole life, never let out to the garden even. Recently, she ran away and is now struggling to find her place in the world. She doesn't use her surname often, fearing it might alert her family - who are surely looking for her - to her location. The only thing that helps her as she learns how to take care of herself for the first time is the gods' blessing. Lately, these blessings have become more than just luck and actually manifested as powers Livia is currently struggling to control.
This post has potentially manipulated dice roll results.
Heritage: 67 Gnome
Gnome Subrace 4 Rock
Attributes: Ability scores: 181310121313
Attributes: Ability scores: 131513131016
Attributes: Ability scores: 131512141414
Name: Jebeddo Banjo Thunderdiggles
Background: Sage
Class:Wizard
Alignment:Neutral Good
Backstory: One of Jebeddo's cousins (a lore bard) died recently on an adventure. At the wake, he's had an epiphany that he's lived too quiet and cloistered a life. He decides to venture out and have himself a grand adventure, partially to honor his cousin's memory and partly to satisfy an itch he never realized he had before now....
Edit: I would like him to carry one of his cousin's old instruments... he's not proficient in it, but he would carry it along, like he is bringing his cuz along with him on this adventure.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Background- Knight of the Order (if selected will detail which) - Proud, polite, and totally committed to the cause of law and good, Tresver is a good companion. Non-judgemental by nature, she prefers to influence her companions towards doing the "right thing".
This post has potentially manipulated dice roll results.
Oh this sounds interesting~ Random really forces you to get creative!
Race: 93 = half-elf; heritage: 13 = half-Eladrin (I don’t know what that option is, but it sounds cool~) stats in order: str:dex:con:int:wis:cha (are Tasha’s customizations for race stats possible?) Ability scores: 151414131111 Ability scores: 141513181616 Ability scores: 181316131112
Short version of backstory: Korba Muriz - His father, a warrior from the Feywild, come to the Prime plane a number of human generations ago. There he found work with a noble family as their captain of the guard. He later fell in love with a member of the family, and having worked with them for generations, was quickly granted their blessing. From this union Korba was born, sharing some traits from his Fey heritage, and some from the Prime. His father trained him in weapons, and his mother a bit in State. Though he wasn't a full member of the noble house that would be granted a title, he was a part of the family, and with his training was given the task of weapons trainer for the other children. One day, when Korba was around 30 years of age, he and his charge were out training in the desert, working on their footing in the loose sand, when a mother of a sandstorm came through catching them by surprise. As there was no way to retreat back to the safety of the nearby cabin where they'd been staying, Korba ran them to a small rock encampment. It was protecting them from the wind enough, but it looked like, as the storm grew and raged around them, that they might not have much time left. Pushing further and further down into the sand to try and shelter themselves Korba suddenly felt a cut in his arm. Looking down there was a piece of an ancient blade sticking out of the sand. As he looked at the blood dripping from his arm onto the sand, he noticed the storm, and everything around him had suddenly slowed to a crawl, as if time itself had slowed. He was then given a vision of the Raven Queen, offering to save them both in return for his help. Having little choice he quickly accepted, going temporarily blind. As his vision came back, the storm had settled and his charge was standing over him, pleading that they return to the Keep. Once back he explained that he must take his leave, at least for a while, as he had things to do now... This is what has brought him to the mountain, looking for the Citadel.
note: If chosen, I may ask if I can sell or change starting gear, as Korba is more melee spell blade, so I'd need a weapon and armor to start that warlocks normally don't get.
Name: Wave Terraleaf Background: Noble Class: Bard Alignment: Lawful good Backstory: Wave was born in a citadel to a royal family. When she was young, Wave's mother died in attack by a dragon, when she was travelling to another city to make amends with her brother.
A couple of years later, Wave was taken away from the citadel to live with her aunt and uncle in a village, for her protection. Her father had decided to hunt down the dragon and slay it. So because he would be gone from the citadel for sometime, he was worried that Wave would be in danger if she remained in the citadel.
However, Wave was not to see her father again. On his quest, her father died in battle against the dragon and many of his knights were killed as well. But one knight managed to escape with his life barely. The knight managed to make it down from the mountain to a nearby village, where he found a pride of leonins living isolated from everyone else. Before the knight died from his wounds, he made the request that one of the leonins would find Wave and pass the message to her that her fater loved her, and what had happened.
One leonin decided to leave the pride to find the village where Wave lived to pass on the message. After travelling for months, the lonin found the village and informed Wave's aunt and uncle of the new. Yet, litle Wave was eavesdropping and overheard the new. The news was hard for Wave to take in and understand just what had happened, but she knew her father loved her.
Wave grew up in the village under the watchful protection of the leonin, who remained at her request, and her aunt and uncle. When she grew up, she decided that she would inspire others to greatness, but also to heal them in a time of need.
(I think Human specialist is the same as human variant? Also what equipment do we have?)
for human sub-races: Generalist is the standard Human, Specialist is Variant.
Regarding Tasha's rules re stats... possibly, but only if you can give me a good backstory as to how their formation was different than the culture they grew up in.
Tasha's optional features are fine.
Regarding the Half-Eladrin bloodline for Half elves... assume the variant Half-sun/moon lineage from the 5e books (i.e instead of skill versatility, take High Elf weapon training OR cantrip) plus the following flavor (from https://forgottenrealms.fandom.com/wiki/Noble_eladrin)
"Elves who made the Feywild their homes, so heavily modified by its magic that they acquired supernatural abilities not found in other elves, effectively becoming fey capable of changing their appearance with the seasons.
A Half-Eladrin may change appearance with the seasons, but perhaps not be able to control it as finely as a full elf, or perhaps it only manifests in particular aspects, like eye or hair color. Have fun with it and be creative.
OR
LeShay Thought to be the eladrin creator race, these albino fey were also among the noble eladrin.
A Half-LeShay would be VERY rare and stand out. Very striking appearance. Think albino human with fine features and all black eyes. This could be good or bad depending upon circumstance. Take the Half-ELf variant Cantrip option (not weapons). Your Cantrip is "Friends".
Re equipment, take standard equip options. You will also each receive a 'special' piece of equipment at the start of the game.
Rolling ancestry first to avoid Dice Manipulation flag
9
Subrace: 6
Ability scores 1: 111315171212
Ability scores 2: 151317131613
Ability scores 3: 14518141315
Background: Entertainer
Race/Class: High Elf Fighter
Alignment: Neutral Good
Backstory: Born into less than nobility, Kelkian's family were regulars in the Court. Minstrels, poets and actors - his family was entrusted with providing "their Lordships" with entertainment. He had tried his hand at poetry and dabbled in composition neither of which seemed to fit. Swordplay was where his skill lay. Reenactments of glorious battles and slaying of imaginary dragons provided a non-lethal place for him to train.
After one questionable performance where he portrayed an ancestor of one of the sitting nobles, it was deemed that he never again perform in the Court. Apparently he had offended someone, although to Kelkian it was an accurate portrayal, and was banished from the Great Hall.
Shunned from the spotlight, he made the decision to leave his family business and strike out to see the world in hopes of becoming the subject of the epic battles he had grown up with.
One more thing re starting equipment: if a background gives you proficiency in a tool or instrument, I assume you have those (unless you want to flavor your character as having lost their tools).
so a Hermit would get a Herbalism Kit. A Criminal with Thieves tools proficiency would get Thieves Tools, etc...
This sounds interesting. Let roll first and make character later.
Ability scores 1:Ability scores: 13161291012
Ability scores 2:Ability scores: 17151611148
Ability scores 3:Ability scores: 11914161013
Heritage: 68
Subrace: 10
Name:Toffy
Race: Human / Specialist
Alignment: Neutral
Class: Ranger
Background: Criminal
Backstory:
Toffy doesn't know where she was born, nor does she know what her real parents look like. The only family she had was Sam,a girl who adopted her and an old goblin who taught her how to survive in the street. Sam wished to raise her sister with an honest job. But their life was difficult. Toffy frequently got involved in small crimes to help her sister.
One day Toffy stole a wallet from a merchant. Unfortunately for Toffy, the man was a spy and wallet contained a secret message. Sam was killed to silence her. Unfortunately for the spy, the old goblin was a seasoned adventurer and trained his disciple very well. That night the merchant and his colleagues were all slayed in their hideout. The guards found the dead old goblin among many bodys. But they never saw the little girl who always stayed with him. They discovered secret tunnel in old goblin's house, however none of them had a gut to get into it. Since then no one knew where Toffy had gone.
Looking to start The Sunless Citadel (5e) module (will be in Faerun, near Mt. Hotenow), it's my first time running the module, and while I have DMed in person, and played via PbP, this is my first time running a PbP game.
Roll on the following tables to determine your ancestry
Western Heartlands demographics (*If you roll 100 on your main heritage, roll a d4 on the WH Other table):
Once you have your main ancestry, choose the appropriate table below to roll against to determine your specific heritage.
PbP considerations
To try and keep the game moving I will do the following the reflect the fact it's PbP;
- I will roll initiative at the start of combat.
- If you think you'll need a skill/ability check include it in your post, or I will roll for you based on the actions in your post.
- If a PC is inactive for >24 hours and it's holding up progress I will bot them (a PC won't be able to die this way if it happen in combat, they can be knocked out but stable)
- If a PC is inactive for over a week will look to re-recruit.
Other PbP considerations
At the end of the module we can take a break if needed, players may leave the campaign, or continue to another module, etc. Will also let the group decide at that point if we want to take a few days break as a group, as PbP is over a long time hopefully this helps with any burnout...
Over to you
Post your characters below and ask any questions, will leave recruitment open until mid-night, Friday Aug 27th, 2021 CDT (I'm US based).
Thank you, and good luck Adventurers!
~ CF
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Withdrawn, busy with other endeavors. Like the way you set this up though, quite interesting.
Name: Serena Duskleaf
Race:41 Human (variant Fey touched feat)
Ability scores: 14 12 14 14 11 14Ability scores: 11 13 10 10 8 10Ability scores: 11 13 12 15 15 11
Human subrace:7
Class: Warlock (Archfey)
Background: Criminal
Alignment: Neutral Good
Backstory: Serena was born to poor farmers in the vicinity of Neverwinter. As a child she used to play in her secret glade with her friend Flappy, a tiny dragon her parents thought imaginary. Sometimes she was also visited at the glade by a weird but friendly lady telling her about a place called the Feywild. When she came of age she took a job as a barmaid in Neverwinter, but as she realized the preposterous wealth of the nobility she began liberating wealth to the less fortunate through various heists. Recently she got the men of the nefarious Lord Protector Dagult Neverember after her and she decided to lay low for a while, leaving Neverwinter and taking on adventuring instead. And adventure was never far away.
Serena Duskleaf - D&D Beyond (dndbeyond.com)
Human Subrace: 1
Ability scores: 10 13 13 13 15 15.
Ability scores: 15 16 14 16 14 15.Ability scores: 15 17 17 13 15 15.Ancestry: 27.
Human subrace (I assume Generalist is the Vanilla version and Specialist is the Variant?): 4.
Name: Livia Nei.
Background: Noble.
Class: Sorcerer (Divine Soul).
Alignment: Lawful Good.
Backstory: Livia was kept inside the family's manor her whole life, never let out to the garden even. Recently, she ran away and is now struggling to find her place in the world. She doesn't use her surname often, fearing it might alert her family - who are surely looking for her - to her location.
The only thing that helps her as she learns how to take care of herself for the first time is the gods' blessing. Lately, these blessings have become more than just luck and actually manifested as powers Livia is currently struggling to control.
Link to character sheet.
Varielky
Heritage: 67 Gnome
Gnome Subrace 4 Rock
Attributes: Ability scores: 18 13 10 12 13 13Attributes: Ability scores: 13 15 13 13 10 16Attributes: Ability scores: 13 15 12 14 14 14
Name: Jebeddo Banjo Thunderdiggles
Background: Sage
Class: Wizard
Alignment: Neutral Good
Backstory: One of Jebeddo's cousins (a lore bard) died recently on an adventure. At the wake, he's had an epiphany that he's lived too quiet and cloistered a life. He decides to venture out and have himself a grand adventure, partially to honor his cousin's memory and partly to satisfy an itch he never realized he had before now....
Edit: I would like him to carry one of his cousin's old instruments... he's not proficient in it, but he would carry it along, like he is bringing his cuz along with him on this adventure.
https://www.dndbeyond.com/profile/Bartjeebus/characters/56673017
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Ability scores: 14 17 12 15 16 15
Ability scores: 8 9 10 13 6 13
Ability scores: 13 5 10 11 15 17
Ancestry: 5
Sub: 5
not sure why I’m getting the manipulation message except I’m on my phone and it might have gotten hinky
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
fun idea!
49 race
oh my natural 100... rolling 1d4
2
(didn't want manipulation tag-, posting down here. SO a dragonborn 10
hmm... i had a natural 100, but it changed to a 68 when i added the racial roll.
any way going with that, its a gold dragon born..
Ability scores: 13 14 15 15 11 12
Ability scores: 16 16 14 14 14 16
Ability scores: 18 16 13 15 13 14
PBP tools really not working well tonight.
Going to be a lawful good paladin dragonborn (vengeance), will flesh out..
https://ddb.ac/characters/56675282/12suoI
Background- Knight of the Order (if selected will detail which) - Proud, polite, and totally committed to the cause of law and good, Tresver is a good companion. Non-judgemental by nature, she prefers to influence her companions towards doing the "right thing".
Ancestry: 7 = Halfling
Heritage: 6 = Stout
Ability scores: 9 17 11 16 16 15
Ability scores: 13 16 14 11 15 16Ability scores: 17 14 15 16 9 17Background: Sailor
Class: Rogue
Alignment: Neutral Good
Backstory: Cosette is a child of the sea. She's known for a quick remark and a quicker blade and has herself set on running her own ship one day.
https://ddb.ac/characters/56675483/pdNr9y
Mel: Champions of the Dragon Wars
Sorry to randomly interject, but this character should be taken for the name alone IMHO. 😂
A wizard is never late, nor is he early, he arrives precisely when he means to.
Ability scores: 17 12 14 11 13 14
Ability scores: 13 5 9 15 12 12
Ability scores: 15 12 16 18 11 13
95
2
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Oh this sounds interesting~ Random really forces you to get creative!
Race: 93 = half-elf; heritage: 13 = half-Eladrin (I don’t know what that option is, but it sounds cool~)
stats in order: str:dex:con:int:wis:cha (are Tasha’s customizations for race stats possible?)
Ability scores: 15 14 14 13 11 11
Ability scores: 14 15 13 18 16 16
Ability scores: 18 13 16 13 11 12Short version of backstory:
Korba Muriz - His father, a warrior from the Feywild, come to the Prime plane a number of human generations ago. There he found work with a noble family as their captain of the guard. He later fell in love with a member of the family, and having worked with them for generations, was quickly granted their blessing. From this union Korba was born, sharing some traits from his Fey heritage, and some from the Prime. His father trained him in weapons, and his mother a bit in State.
Though he wasn't a full member of the noble house that would be granted a title, he was a part of the family, and with his training was given the task of weapons trainer for the other children. One day, when Korba was around 30 years of age, he and his charge were out training in the desert, working on their footing in the loose sand, when a mother of a sandstorm came through catching them by surprise. As there was no way to retreat back to the safety of the nearby cabin where they'd been staying, Korba ran them to a small rock encampment. It was protecting them from the wind enough, but it looked like, as the storm grew and raged around them, that they might not have much time left.
Pushing further and further down into the sand to try and shelter themselves Korba suddenly felt a cut in his arm. Looking down there was a piece of an ancient blade sticking out of the sand. As he looked at the blood dripping from his arm onto the sand, he noticed the storm, and everything around him had suddenly slowed to a crawl, as if time itself had slowed. He was then given a vision of the Raven Queen, offering to save them both in return for his help. Having little choice he quickly accepted, going temporarily blind. As his vision came back, the storm had settled and his charge was standing over him, pleading that they return to the Keep.
Once back he explained that he must take his leave, at least for a while, as he had things to do now... This is what has brought him to the mountain, looking for the Citadel.
note: If chosen, I may ask if I can sell or change starting gear, as Korba is more melee spell blade, so I'd need a weapon and armor to start that warlocks normally don't get.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Heritage: 96
Human
Subrace: 1
Specialist
Attributes 1: 15 10 15 15 14 10
Attributes 2: 17 17 14 15 17 12
Attributes 3: 14 12 11 14 13 13
Name: Wave Terraleaf
Background: Noble
Class: Bard
Alignment: Lawful good
Backstory: Wave was born in a citadel to a royal family. When she was young, Wave's mother died in attack by a dragon, when she was travelling to another city to make amends with her brother.
A couple of years later, Wave was taken away from the citadel to live with her aunt and uncle in a village, for her protection. Her father had decided to hunt down the dragon and slay it. So because he would be gone from the citadel for sometime, he was worried that Wave would be in danger if she remained in the citadel.
However, Wave was not to see her father again. On his quest, her father died in battle against the dragon and many of his knights were killed as well. But one knight managed to escape with his life barely. The knight managed to make it down from the mountain to a nearby village, where he found a pride of leonins living isolated from everyone else. Before the knight died from his wounds, he made the request that one of the leonins would find Wave and pass the message to her that her fater loved her, and what had happened.
One leonin decided to leave the pride to find the village where Wave lived to pass on the message. After travelling for months, the lonin found the village and informed Wave's aunt and uncle of the new. Yet, litle Wave was eavesdropping and overheard the new. The news was hard for Wave to take in and understand just what had happened, but she knew her father loved her.
Wave grew up in the village under the watchful protection of the leonin, who remained at her request, and her aunt and uncle. When she grew up, she decided that she would inspire others to greatness, but also to heal them in a time of need.
(I think Human specialist is the same as human variant? Also what equipment do we have?)
Character sheet: https://ddb.ac/characters/56699083/31yZsg
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Great interest so far! A few clarifications:
Characters will start at Level 1.
for human sub-races: Generalist is the standard Human, Specialist is Variant.
Regarding Tasha's rules re stats... possibly, but only if you can give me a good backstory as to how their formation was different than the culture they grew up in.
Tasha's optional features are fine.
Regarding the Half-Eladrin bloodline for Half elves... assume the variant Half-sun/moon lineage from the 5e books (i.e instead of skill versatility, take High Elf weapon training OR cantrip) plus the following flavor (from https://forgottenrealms.fandom.com/wiki/Noble_eladrin)
"Elves who made the Feywild their homes, so heavily modified by its magic that they acquired supernatural abilities not found in other elves, effectively becoming fey capable of changing their appearance with the seasons.
A Half-Eladrin may change appearance with the seasons, but perhaps not be able to control it as finely as a full elf, or perhaps it only manifests in particular aspects, like eye or hair color. Have fun with it and be creative.
OR
LeShay Thought to be the eladrin creator race, these albino fey were also among the noble eladrin.
A Half-LeShay would be VERY rare and stand out. Very striking appearance. Think albino human with fine features and all black eyes. This could be good or bad depending upon circumstance. Take the Half-ELf variant Cantrip option (not weapons). Your Cantrip is "Friends".
Re equipment, take standard equip options. You will also each receive a 'special' piece of equipment at the start of the game.
Hope that helps!
~CF
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Rolling ancestry first to avoid Dice Manipulation flag
53
Subrace: 6
Ability scores 1: 11 13 15 17 12 12
Ability scores 2: 15 13 17 13 16 13
Ability scores 3: 14 5 18 14 13 15
Background: Entertainer
Race/Class: High Elf Fighter
Alignment: Neutral Good
Backstory: Born into less than nobility, Kelkian's family were regulars in the Court. Minstrels, poets and actors - his family was entrusted with providing "their Lordships" with entertainment. He had tried his hand at poetry and dabbled in composition neither of which seemed to fit. Swordplay was where his skill lay. Reenactments of glorious battles and slaying of imaginary dragons provided a non-lethal place for him to train.
After one questionable performance where he portrayed an ancestor of one of the sitting nobles, it was deemed that he never again perform in the Court. Apparently he had offended someone, although to Kelkian it was an accurate portrayal, and was banished from the Great Hall.
Shunned from the spotlight, he made the decision to leave his family business and strike out to see the world in hopes of becoming the subject of the epic battles he had grown up with.
One more thing re starting equipment: if a background gives you proficiency in a tool or instrument, I assume you have those (unless you want to flavor your character as having lost their tools).
so a Hermit would get a Herbalism Kit. A Criminal with Thieves tools proficiency would get Thieves Tools, etc...
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
This sounds interesting. Let roll first and make character later.
Ability scores 1:Ability scores: 13 16 18 14 10 16
Ability scores 2:Ability scores: 16 10 12 11 7 10
Ability scores 3:Ability scores: 14 11 13 17 10 14
Heritage: 79
Subrace: 10
Name:Toffy
Race: Human / Specialist
Alignment: Neutral
Class: Ranger
Background: Criminal
Backstory:
Toffy doesn't know where she was born, nor does she know what her real parents look like. The only family she had was Sam,a girl who adopted her and an old goblin who taught her how to survive in the street. Sam wished to raise her sister with an honest job. But their life was difficult. Toffy frequently got involved in small crimes to help her sister.
One day Toffy stole a wallet from a merchant. Unfortunately for Toffy, the man was a spy and wallet contained a secret message. Sam was killed to silence her. Unfortunately for the spy, the old goblin was a seasoned adventurer and trained his disciple very well. That night the merchant and his colleagues were all slayed in their hideout. The guards found the dead old goblin among many bodys. But they never saw the little girl who always stayed with him. They discovered secret tunnel in old goblin's house, however none of them had a gut to get into it. Since then no one knew where Toffy had gone.
https://www.dndbeyond.com/profile/Apophis2000/characters/39972032
Thanks, found new game elsewhere…