The Yawning Portal is famous across The Sword Coast, not just for it's beer, but for a mysterious dungeon directly below it, the Undermountain. A deep tunnel system of ever changing twists and turns dwell here. Many adventurers enter for money, power, arcane secrets or other reasons, and some never return. You have been approached by someone with a job offer to enter into the Undermountain, and you have taken the deal.
The dungeon of the madmage is a premade adventure that begins at level 5 and continues all the way to level 20. If you want to join post your character idea with name, race and class, you start at evel 5 with stating gear and one uncommon magic item you can choose.
This post has potentially manipulated dice roll results.
Sounds fun!
Name: Kirimira Race: Lizardfolk Class: Druid (Circle of Spores) Item: Cloak of Elvenkind Character concept: slums and sewers druid, looking out for those that have fallen through the city’s cracks (figuratively and literally)
Ability scores (assuming normal 4d6 drop lowest): 9121291214
Waterdeep may be known as the Crown of the North, but beneath the glittering palaces, temples and libraries of its Lords, beneath its markets and plazas, beneath even the taverns and boardinghouses filled with a neverending succession of adventurers looking to make their fortunes, there is another Waterdeep. A Waterdeep of slums and sewers, of beggars and backalleys, home to the city's forgotten and discarded, the cast-off refuse of the City of Splendours.
Kirimira skulks through the shadows of these alleyways, their scaled skin hidden beneath a hooded cloak. Passing unseen even by most of the wretched inhabitants of an area where even the Watch won't set foot, they leave only slightly heavier begging bowls and buskers hats in their wake. If the recipients knew these coins had been recently fished from the sewers and drains of the more affluent regions of the city, they're likely too desperate to care, despite the peculiar mammalian aversion to their own leavings.
Having hatched alone in a midden outside an inn in the bowels of this mostly-human city, Kirimira has rarely even seen another of their own kind, but they still find these soft creatures equal parts fascinating and unfathomable, despite having lived among them—or at least, alongside them—for their whole life. Lacking, for the most part, sharp teeth and claws, or thick scaly hides, it stands to reason that the soft ones would use their superior numbers to band together to protect each other. And yet, they seem intent on bickering and fighting among themselves for power or riches, so that a few hoard all for themselves and the huddled masses go without. Well, Kirimira will do what they can to help balance those scales a little.
I was born into a prosperous kobold clan, one of the richer ones around. One day, we were attacked by a large group of mercenaries hired by the nearby town to exterminate us. We held out for a long time, but as time went on, our defenses weakened, and I was eventually one of 3 survivors. The three of us agreed to stay together and help each other out, but it was shortly lived as we were discovered by the towns guards as we tried to sneak in. I was the only one to get away, and I assume they killed the other 2. So I traveled for days, barely surviving in the wilderness, before I came across a large town. As I explored, a hooded figure came up to me and offered to take me in, and in exchange, I would join him and his group. I, at the time desperate, accepted. He revealed himself to be the leader of a small thief group in the town. I was greeted by surprisingly welcome faces as he introduced me to the other members, and I found myself among a new family, doing whatever I can to benefit both them, as well as me.
Rollback Post to RevisionRollBack
Want a place to roleplay in your spare time? Here:Lord'sRestInn
Please don't hide your imperfections, if one part is beautiful, it all is.
Race: Goblin (copying the theme the previous two race selections have started)
Class: Clockwork Sorcerer
Ability scores if rolling (4d6 drop the lowest) 10,16,6,12,12,17
A goblin sorcerer that prays to Primus, the supreme ruler of Nirvana, may seem like a chaotic being. The fact is that Gnirk “The G is silent” is a very order being and is tasked to bring order to the chaos that surrounds the sword coast. For he was granted powers by Primus for this cause. Gnirk “The G is silent” life as a goblin started very similar to any other goblins life. Full of chaos. That all changed when he manifested the power of clockwork order, given to him by Primus. Shortly after the he was shunned by his tribe, for his drive to right the chaos infecting the tribe. He was ejected from his tribe and he traveled the lands of the sword coast, spreading the message of Primus’ order to all. While correcting the chaos that infects the land.
When I cast a Sorcerer spell this orb hovers just above my hand and morphs in to a gyroscope of many complex gears moving together while the spell is being cast. It then comes back together into an orb and sets gently into my hand.
The Orb of Time is the magic item I choose to start with.
A rigged card game with one devil, and suddenly you’re looking at a pretty lasting debt of money and/or blood. Well… there’s an easy way to get blood, I guess. Professional adventuring!
Backstory: Always being late to everything, Hase often was considered lazy and uninterested by anyone who met him. One day he had a dream of a strange place. It was filled with machines and tiny robots. Then this entity came forth with a giant winding key, stuck it in Hase's chest and started turning it. He woke up from the dream and started showing up early for everything. Now he always claims to be late even though he shows up at least 5 mins early to everything.
Backstory: Gucis was born to two powerful human adventurers. He was born in the middle of one of their adventurers in one of the inner planes, namely the Elemental Plane of Water. After the adventure, the two took their newborn tiefling son and settled down in Waterdeep. Using their reputation as adventurers as well as the fortune they've obtained through those adventures, they became nobles as well as joining the League of Tanners and Skinners and started an enterprise, using their survival techniques and experience to sustain themselves. Living in Waterdeep, Gucis grew up loved and catered to by his family and their workers, though he was greatly judged by other nobles being the tiefling son of human parents, causing some to question if his parents got their fortune and status through deals with an archdevil. This caused much sorrow in Gucis that his family tried to help, and they found this through the Temple of Beauty. Through Sune's clerics and monks, Gucis learned to find beauty in himself, to accept love from others who truly cared, and also learned to defend himself through a martial art taught to him by the monks that were akin to a drunken dance. He even met someone he truly loved within the temple and took them on as a girlfriend.
Life was well until his father contracted and died of sewer plague while Gucis was in his 20's. This devastated the family, causing his mother to disappear to search for a way to fix this, leaving Gucis to look after the family business as well as his younger human sister. Being the head of the family business, coping with the loss of his father, and looking after his teenage sister was a challenge and filled Gucis with much stress, but his love was always with him and was always his guiding light. Around three years later, his lover also succumbed to sewer plague, like his father, and passed away. This devastated Gucis, he traveled to the Temple of Beauty and looked to Sune for guidance. At the temple, to tackle his sorrow and pain, he had the epiphany to go on a pilgrimage to tackle these negative feelings of depression and darkness, and find love and beauty at the end. Entrusting his now-adult sister with the family business, Lord Gucis Mirthstream, aged 27, walked to the Yawning Portal to tackle a task he thought would test his faith, power, love, and pain; The Undermountain.
Magic Item: Stuck on a few, will decide on a final if I'm picked. Leaning toward Slippers of Spider Climbing
Arlen is a young Tiefling who grew up in a strange body, only having one eye. This of course was because of his birth parents, being born to a cyclops and a mortal tiefling. The young child grew up in a relatively normal home, obeying his parents and playing. His appearance caused him to be picked on a slight bit by other children in the village he lived in, sometimes escalating to violence. After a standard day of buying some fruits with his friends, he was approached by a man in a noble, yet eccentric outfit. The man then rammed his little finger into the boy's diaphragm, overwhelming him with the energy of ki and the sun. Despite this, the boy stood tall instead of cowering in pain. "You are a strong young man." He chuckled as he held out his hand for the boy. "I could use a student at my special monastery. Come on." From that day forwards, Arlen trained alongside the man.
Ren is a refugee from an ill-fated training expedition to the prime material plane. The only survivor, Ren struggle at first, and traveled the lands of Faerun, trying to find her way home. She eventually realized she LOVED being free of the oppression of her people and began living for herself, taking jobs helping people where she could. She came to waterdeep hoping to find a place in such a cosmopolitan city, but this Undermountain has quite intrigued her.
Backstory: Radar has natural inclinations to the divine and visions (might multiclass into divine soul sorcerer if the campaign progresses high enough,) feels guilty because his best friend while growing up was killed in an accident. He has taken an Oath of Conquest to try and right the wrongs of the World but knows he can only do so much. He feels deeply and is intensely loyal. He is strong and charismatic and leads whenever the opportunity arises. He is skilled with the sword and has learned to ride well. His family, which was middle class and loving, has benefitted from his accomplishments and looks to Radar as a mentor and future patriarch. The problem is he struggles to remove the shadow that hangs on his soul from the scars of his youth. He feels responsible for the accident that killed his friend because it happened on a youthful adventure that he instigated. Only time will tell.
Character Sheet: Radar Blain (assuming not rerolling ones)
This post has potentially manipulated dice roll results.
Ability scores: 1198121113
(Same as above if reroll 1s are allowed. 1st 5 2nd 2)
(All balls lol, will switch to point buy)
Name: Dueteria Swiftfoot
Race: Rock Gnome
Class: Artificer/Armorer
Background: Clan Crafter
Backstory: Deuteria exceled at tinkering and figuring out how things worked when she was younger. One day she caught the eye of the captain of the local garrison in Elturel. He witnessed her fight off 3 older boys when they tried to take one of her inventions. He was impressed with her spirit and ingenuity so he sponsored her to go to Baldur's Gate and be trained by the Watch. She learned military strategy as well as close in combat there, but her favorite studies happened outside the Watch. She (unofficially) became the apprentice to Forfolir Thunderaxe, a well renowned dwarves crafter. At his side she learned the secrets of dwarven smithing and the art of imbuing weapons and armor with magics. Eventually she decided that the life of the Watch wasn't for her so she resigned from the group and devoted her time to learning as much as she could about the art of artiface. She sells her skills to those that are willing to pay, and if the job is right, to finance her tinkering and inventing.
I was born into a prosperous kobold clan, one of the richer ones around. One day, we were attacked by a large group of mercenaries hired by the nearby town to exterminate us. We held out for a long time, but as time went on, our defenses weakened, and I was eventually one of 3 survivors. The three of us agreed to stay together and help each other out, but it was shortly lived as we were discovered by the towns guards as we tried to sneak in. I was the only one to get away, and I assume they killed the other 2. So I traveled for days, barely surviving in the wilderness, before I came across a large town. As I explored, a hooded figure came up to me and offered to take me in, and in exchange, I would join him and his group. I, at the time desperate, accepted. He revealed himself to be the leader of a small thief group in the town. I was greeted by surprisingly welcome faces as he introduced me to the other members, and I found myself among a new family, doing whatever I can to benefit both them, as well as me.
In case I miraculously get chosen, and this starts over the weekend, just know I won't be able to post on the weekend.
Rollback Post to RevisionRollBack
Want a place to roleplay in your spare time? Here:Lord'sRestInn
Please don't hide your imperfections, if one part is beautiful, it all is.
Ability scores: 11131413147 (If rolled scores are bad I'll use point buy system) Name: Finnagan Race: Half-Elf Class: Life Domain Cleric (If multiclassing is allowed I'd like to do a druid/cleric combo) Uncommon Magic Item: Wand of Magic Missiles
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Quinn is a member of the House of Mercy, a monastery dedicated to helping the poor and downtrodden of the world. Quinn has agreed to enter the Dungeon of the Madmage in the hopes that the money he will get can be used to better the lives of those who have fallen on hard times.
This post has potentially manipulated dice roll results.
Name: Raastin Rolfwann Race: Human (variant) Class: Rogue (Swashbuckler) Background: Sage Backstory: Raastin Rolfwann's life seemed to be on the perfect pace. Bright, quick-witted and the envy of his peers when chosen to be an apprentice of one of the region's most noted mages. However, when tasked by the mage to escort an artifact to a neighboring mage's tower, Raastin's caravan was ambushed by dark denizens, who not only took the item from the young apprentice, but also took the hand that was clutching it. Left for dead, the young mage's apprentice made back to his mentor's home only to find it razed to the ground. Once envied and now shunned, Raastin found no luck or compassion in earning another apprenticeship. Instead, driven by a desire to know what had happened to disrupt his perfect life and fueled by a thirst for vengeance for those who had done it, Raastin took up the blade. His quick wit, keen mind and reckless abandon soon helped him forge a new path...one that kept him closer to the shadows...and on the trail of those dark denizens.
The Yawning Portal is famous across The Sword Coast, not just for it's beer, but for a mysterious dungeon directly below it, the Undermountain. A deep tunnel system of ever changing twists and turns dwell here. Many adventurers enter for money, power, arcane secrets or other reasons, and some never return. You have been approached by someone with a job offer to enter into the Undermountain, and you have taken the deal.
The dungeon of the madmage is a premade adventure that begins at level 5 and continues all the way to level 20. If you want to join post your character idea with name, race and class, you start at evel 5 with stating gear and one uncommon magic item you can choose.
Sounds fun!
Name: Kirimira
Race: Lizardfolk
Class: Druid (Circle of Spores)
Item: Cloak of Elvenkind
Character concept: slums and sewers druid, looking out for those that have fallen through the city’s cracks (figuratively and literally)
Ability scores (assuming normal 4d6 drop lowest): 9 12 12 9 12 14
https://ddb.ac/characters/61904324/nIzvI1 (still a little bit WIP)
Waterdeep may be known as the Crown of the North, but beneath the glittering palaces, temples and libraries of its Lords, beneath its markets and plazas, beneath even the taverns and boardinghouses filled with a neverending succession of adventurers looking to make their fortunes, there is another Waterdeep. A Waterdeep of slums and sewers, of beggars and backalleys, home to the city's forgotten and discarded, the cast-off refuse of the City of Splendours.
Kirimira skulks through the shadows of these alleyways, their scaled skin hidden beneath a hooded cloak. Passing unseen even by most of the wretched inhabitants of an area where even the Watch won't set foot, they leave only slightly heavier begging bowls and buskers hats in their wake. If the recipients knew these coins had been recently fished from the sewers and drains of the more affluent regions of the city, they're likely too desperate to care, despite the peculiar mammalian aversion to their own leavings.
Having hatched alone in a midden outside an inn in the bowels of this mostly-human city, Kirimira has rarely even seen another of their own kind, but they still find these soft creatures equal parts fascinating and unfathomable, despite having lived among them—or at least, alongside them—for their whole life. Lacking, for the most part, sharp teeth and claws, or thick scaly hides, it stands to reason that the soft ones would use their superior numbers to band together to protect each other. And yet, they seem intent on bickering and fighting among themselves for power or riches, so that a few hoard all for themselves and the huddled masses go without. Well, Kirimira will do what they can to help balance those scales a little.
Name: Mud
Race: Kobold
Class: Rogue/Thief
Backstory, if you want:
I was born into a prosperous kobold clan, one of the richer ones around. One day, we were attacked by a large group of mercenaries hired by the nearby town to exterminate us. We held out for a long time, but as time went on, our defenses weakened, and I was eventually one of 3 survivors. The three of us agreed to stay together and help each other out, but it was shortly lived as we were discovered by the towns guards as we tried to sneak in. I was the only one to get away, and I assume they killed the other 2. So I traveled for days, barely surviving in the wilderness, before I came across a large town. As I explored, a hooded figure came up to me and offered to take me in, and in exchange, I would join him and his group. I, at the time desperate, accepted. He revealed himself to be the leader of a small thief group in the town. I was greeted by surprisingly welcome faces as he introduced me to the other members, and I found myself among a new family, doing whatever I can to benefit both them, as well as me.
Want a place to roleplay in your spare time? Here: Lord's Rest Inn
Please don't hide your imperfections, if one part is beautiful, it all is.
I don't like rp-heavy games, I LOVE them.
Name: Gnirk "The G is silent"
Race: Goblin (copying the theme the previous two race selections have started)
Class: Clockwork Sorcerer
Ability scores if rolling (4d6 drop the lowest) 10,16,6,12,12,17
A goblin sorcerer that prays to Primus, the supreme ruler of Nirvana, may seem like a chaotic being. The fact is that Gnirk “The G is silent” is a very order being and is tasked to bring order to the chaos that surrounds the sword coast. For he was granted powers by Primus for this cause. Gnirk “The G is silent” life as a goblin started very similar to any other goblins life. Full of chaos. That all changed when he manifested the power of clockwork order, given to him by Primus. Shortly after the he was shunned by his tribe, for his drive to right the chaos infecting the tribe. He was ejected from his tribe and he traveled the lands of the sword coast, spreading the message of Primus’ order to all. While correcting the chaos that infects the land.
Orb of Time (Arcane Focus):
When I cast a Sorcerer spell this orb hovers just above my hand and morphs in to a gyroscope of many complex gears moving together while the spell is being cast. It then comes back together into an orb and sets gently into my hand.
The Orb of Time is the magic item I choose to start with.
Gnirk, "The G is silent."
Ability scores: 15 14 12 9 13 15
Xarxiros Turnuroth - Dragonborn (green) - warlock (fiend-blade) - soldier
https://www.dndbeyond.com/profile/nschrock/characters/61908659
A rigged card game with one devil, and suddenly you’re looking at a pretty lasting debt of money and/or blood. Well… there’s an easy way to get blood, I guess. Professional adventuring!
Paladin - warforged - orange
Name: Hase Weiber
Race: Harengon
Class: Clockwork Sorcerer
Backstory: Always being late to everything, Hase often was considered lazy and uninterested by anyone who met him. One day he had a dream of a strange place. It was filled with machines and tiny robots. Then this entity came forth with a giant winding key, stuck it in Hase's chest and started turning it. He woke up from the dream and started showing up early for everything. Now he always claims to be late even though he shows up at least 5 mins early to everything.
Ability scores: 15 16 13 17 13 10
Name: Lord Gucis Mirthstream
Class: Drunken Master Monk
Race: Tiefling
Ability scores: Ability scores: 14 14 12 11 9 11
Background: Waterdhavian Noble
Backstory: Gucis was born to two powerful human adventurers. He was born in the middle of one of their adventurers in one of the inner planes, namely the Elemental Plane of Water. After the adventure, the two took their newborn tiefling son and settled down in Waterdeep. Using their reputation as adventurers as well as the fortune they've obtained through those adventures, they became nobles as well as joining the League of Tanners and Skinners and started an enterprise, using their survival techniques and experience to sustain themselves. Living in Waterdeep, Gucis grew up loved and catered to by his family and their workers, though he was greatly judged by other nobles being the tiefling son of human parents, causing some to question if his parents got their fortune and status through deals with an archdevil. This caused much sorrow in Gucis that his family tried to help, and they found this through the Temple of Beauty. Through Sune's clerics and monks, Gucis learned to find beauty in himself, to accept love from others who truly cared, and also learned to defend himself through a martial art taught to him by the monks that were akin to a drunken dance. He even met someone he truly loved within the temple and took them on as a girlfriend.
Life was well until his father contracted and died of sewer plague while Gucis was in his 20's. This devastated the family, causing his mother to disappear to search for a way to fix this, leaving Gucis to look after the family business as well as his younger human sister. Being the head of the family business, coping with the loss of his father, and looking after his teenage sister was a challenge and filled Gucis with much stress, but his love was always with him and was always his guiding light. Around three years later, his lover also succumbed to sewer plague, like his father, and passed away. This devastated Gucis, he traveled to the Temple of Beauty and looked to Sune for guidance. At the temple, to tackle his sorrow and pain, he had the epiphany to go on a pilgrimage to tackle these negative feelings of depression and darkness, and find love and beauty at the end. Entrusting his now-adult sister with the family business, Lord Gucis Mirthstream, aged 27, walked to the Yawning Portal to tackle a task he thought would test his faith, power, love, and pain; The Undermountain.
Magic Item: Stuck on a few, will decide on a final if I'm picked. Leaning toward Slippers of Spider Climbing
Name: Arlen Sawyer
Race: Tiefling
Class: Monk (Sent a PM regarding subclass).
Ability Scores(Rolled.): 10 18 7 12 12 18
Background: Hermit
Character Age: 13
Arlen is a young Tiefling who grew up in a strange body, only having one eye. This of course was because of his birth parents, being born to a cyclops and a mortal tiefling. The young child grew up in a relatively normal home, obeying his parents and playing. His appearance caused him to be picked on a slight bit by other children in the village he lived in, sometimes escalating to violence. After a standard day of buying some fruits with his friends, he was approached by a man in a noble, yet eccentric outfit. The man then rammed his little finger into the boy's diaphragm, overwhelming him with the energy of ki and the sun. Despite this, the boy stood tall instead of cowering in pain. "You are a strong young man." He chuckled as he held out his hand for the boy. "I could use a student at my special monastery. Come on." From that day forwards, Arlen trained alongside the man.
"Where do these guys get all their ideas?" - TommoBoi, to WOTC
DM of Night of the Nutcracker.
Name: Ren (she/her)
Race: Githyanki
Class: FIghter (Eldritch Knight)
Background: Far Traveler
Ren is a refugee from an ill-fated training expedition to the prime material plane. The only survivor, Ren struggle at first, and traveled the lands of Faerun, trying to find her way home. She eventually realized she LOVED being free of the oppression of her people and began living for herself, taking jobs helping people where she could. She came to waterdeep hoping to find a place in such a cosmopolitan city, but this Undermountain has quite intrigued her.
Ability Scores: Ability scores: 17 17 10 16 15 13
https://ddb.ac/characters/61915012/S36dUF
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Ability scores: 12 16 11 10 15 9
I'll update these rolls if you allow re-roll of ones.
Rerolling the 1 in my 10 score would give 1
Rerolling the 1 in my first 13 score would give 2
Rerolling the 1 in my second 13 score would give 2
So rerolling ones once would give me: 13 15 13 15 15 17
If we can reroll all ones then I can reroll the second 1 on the 13 giving 2 and reroll again giving 5 sigh rerolling again giving 4
Finally this would give scores of: 13 15 17 15 15 17
Lot's of stuff ...
Name: Radar Blain
Race: Half Elf
Class: Paladin
Backstory: Radar has natural inclinations to the divine and visions (might multiclass into divine soul sorcerer if the campaign progresses high enough,) feels guilty because his best friend while growing up was killed in an accident. He has taken an Oath of Conquest to try and right the wrongs of the World but knows he can only do so much. He feels deeply and is intensely loyal. He is strong and charismatic and leads whenever the opportunity arises. He is skilled with the sword and has learned to ride well. His family, which was middle class and loving, has benefitted from his accomplishments and looks to Radar as a mentor and future patriarch. The problem is he struggles to remove the shadow that hangs on his soul from the scars of his youth. He feels responsible for the accident that killed his friend because it happened on a youthful adventure that he instigated. Only time will tell.
Character Sheet: Radar Blain (assuming not rerolling ones)
Uncommon Item: Cloak of Protection
Lot's of stuff ...
Ability scores: 11 9 8 12 11 13
(Same as above if reroll 1s are allowed. 1st 5 2nd 2)
(All balls lol, will switch to point buy)
Name: Dueteria Swiftfoot
Race: Rock Gnome
Class: Artificer/Armorer
Background: Clan Crafter
Backstory: Deuteria exceled at tinkering and figuring out how things worked when she was younger. One day she caught the eye of the captain of the local garrison in Elturel. He witnessed her fight off 3 older boys when they tried to take one of her inventions. He was impressed with her spirit and ingenuity so he sponsored her to go to Baldur's Gate and be trained by the Watch. She learned military strategy as well as close in combat there, but her favorite studies happened outside the Watch. She (unofficially) became the apprentice to Forfolir Thunderaxe, a well renowned dwarves crafter. At his side she learned the secrets of dwarven smithing and the art of imbuing weapons and armor with magics. Eventually she decided that the life of the Watch wasn't for her so she resigned from the group and devoted her time to learning as much as she could about the art of artiface. She sells her skills to those that are willing to pay, and if the job is right, to finance her tinkering and inventing.
Magic Item: Adamantine Plate
DDB link: Deuteria Swiftfoot
In case I miraculously get chosen, and this starts over the weekend, just know I won't be able to post on the weekend.
Want a place to roleplay in your spare time? Here: Lord's Rest Inn
Please don't hide your imperfections, if one part is beautiful, it all is.
I don't like rp-heavy games, I LOVE them.
Name: Taxzan Kerrhylon
Race: Dragonborn (Bronze)
Class: Ranger (Drakewarden)
Background: Mercenary Veteran
Magic Item: Goggles of Night
Name: Spass Gluck
Race: Sapphire Dragonborn
Class: Fighter (Echo Knight if Critical Role assets would be allowed, Arcane Archer if not)
Ability scores: 12 11 16 11 12 8
Uncommon Magic item: Javelin of Lightning or Immovable rod
Woo! Dungeon Crawl! I'm in!
Ability scores: 11 13 14 13 14 7
(If rolled scores are bad I'll use point buy system)
Name: Finnagan
Race: Half-Elf
Class: Life Domain Cleric (If multiclassing is allowed I'd like to do a druid/cleric combo)
Uncommon Magic Item: Wand of Magic Missiles
Be excellent to each other, and roll for initiative dudes!
Name: Quinn Goldberry
Race: Halfling
Class: Monk (Way of Mercy)
Quinn is a member of the House of Mercy, a monastery dedicated to helping the poor and downtrodden of the world. Quinn has agreed to enter the Dungeon of the Madmage in the hopes that the money he will get can be used to better the lives of those who have fallen on hard times.
Ability scores: 17 15 12 10 9 16
Magic Item: Dragonhide Belt
(edited details into my previous post)
Ability scores: 16 15 14 17 15 16
Gri Ionbraj, Pure Wizard, Human Variant
Uncommon Item: Ring of Mind Shielding (contains the mind of his Mentor)
Gri Ionbraj's mission in life is the acquisition of arcane knowledge, whilst still alive to enjoy the fruits of his labors.
https://ddb.ac/characters/44342763/uqxvgW
I have not yet added all his equipment.
Panic is a mechanism that strengthens the gene pool.
Name: Raastin Rolfwann
Race: Human (variant)
Class: Rogue (Swashbuckler)
Background: Sage
Backstory: Raastin Rolfwann's life seemed to be on the perfect pace. Bright, quick-witted and the envy of his peers when chosen to be an apprentice of one of the region's most noted mages. However, when tasked by the mage to escort an artifact to a neighboring mage's tower, Raastin's caravan was ambushed by dark denizens, who not only took the item from the young apprentice, but also took the hand that was clutching it. Left for dead, the young mage's apprentice made back to his mentor's home only to find it razed to the ground. Once envied and now shunned, Raastin found no luck or compassion in earning another apprenticeship. Instead, driven by a desire to know what had happened to disrupt his perfect life and fueled by a thirst for vengeance for those who had done it, Raastin took up the blade. His quick wit, keen mind and reckless abandon soon helped him forge a new path...one that kept him closer to the shadows...and on the trail of those dark denizens.
Ability scores: 15 9 11 17 8 6