Thrusk, a city both old and new. Sprawling ruins built eons ago by a now dead empire, added to and expanded upon over the last three centuries, Thrusk is known as the eastern hub of the Yulen Confederacy, and with the Brakby river splitting it in two, Thrusk is essential to trade between the settlements along Rymrial ridge and Sullivan's coast. All things exist in Thrusk, you have only but to look, but be warned, things may not always be as they seem.
We will start the adventure in Thrusk, all races and classes welcome, at level 1. Please post character sheet and a bit of backstory, for ability scores roll with mulligan. roll 4 d6, counting only the highest three for each score, you may choose one score in which to add a fifth d6 roll but still only keeping the highest three, and one time you may completely reroll a single score. I will message you to talk a bit more about your character once you post. I am looking for 4-6 players. I do work for a living, usually on at night Central timezone U.S.
Now something a bit more serious. Let me do my job. You have your character but I have everything else, and please don't barrage the campaign forum, I will take the time to check in with every character at every turn, but if everyone is interjecting then things get a bit confusing. That is all.
Character Name: Othokent Race: Lizardfolk Class: Rogue Backstory(snippet): Of all the creatures Threza Blacktusk had came to know, none have been more infuriatingly thick headed and annoyingly clever than Othokent. The lizard was barely past the stage of hatchling when he came under the half-orc ranger's care; one of the few sole survivors of her former kin's raid upon his people. By her good fortune, lizardfolk grew up fast, and held strong instincts for survival. She honed this alongside teaching in simple etiquette, believing he would need it in the future. He never fully understood, but found ways to adapt. Much to her chagrin, one of those ways involved picking up her knack for sarcasm. Eventually, the time came for him to leave the nest. Rather than simply boot him to the wild, she directed him to Thrusk of all places with the order to learn from its inhabitants. He left confused and no small amounts unnerved, but could not disobey the word of the "egg bearer". He would pass this strange test, learn all they had to offer, and then return home. Nothing more. Nothing less. Right?
Ability Score: Ability scores: 12158171413.
Final Ability Scores: 131218161315. (Edited Accordingly to Include the below 2 spoilers)
Character Name: Torgar Race: Dragonborn Class: Barbarian Backstory(snippet): Torgar having once been a soldier was duty and honor bound to follow those above him. When told to jump, he would do so without question. This steadfast dedication served him well within his ranks, but when it actually came time to fight in the wars of his homeland, Torgar was often presented with a choice between his moral compass and the orders from his superiors. Always choosing the latter as he assumed it would lead to what was right in the long run. It didn't, and it left Torgar a changed man after the war. Win or lose he lost a lot of friends, family even, because of his dutiful approach during the war. Never again would he sacrifice his own values and beliefs for those he did not agree with. Never again would he allow friends to die because of a choice he didn't make. This new path has left Torgar a rather cautious man when hearing the opinions of others. He's a hired hand, a seasoned veteran that comes rather cheap simply so Torgar can afford to eat the next day. Even looking for the right chance to seek out his fortune to retire early and live out the rest of his days without another care if possible. Friends don't come easy for Torgar, mostly because it's easier to watch those you barely know die than those you don't.
Backstory: Alvaryn is a bounty hunter, but he does not fit the typical grim mould that most of that profession take. He is a cheerful, excitable elf who loves a challenge and takes great pleasure in pushing himself to his limit, and thus the life of a bounty hunter is perfect for seeking out those whom he can test himself against. He is skilled with both blade and bow, and weaves the magic that so often follows those of his heritage into his fighting style to further compliment his abilities. He takes pleasure in most things and in life he seeks out thrill and excitement above all other enjoyment. He does this in all he applies himself too and is often partial to games of skill where he can test his wit and cool against others.
He has no dark history that pushed him into this life, for him it was quite simple. He grew bored. For an elf he left his homeland far younger than most as he grew tired of the long, slow and cautious life there as he approached adulthood and caused quite the scandal for his family when he departed with words to those effect. After seeking out a more exciting existence he eventually came to Thrusk. He has lived in and around Thrusk for a few years now and shortly after arriving took up the life of a bounty hunter. Alvaryn doesn't hold any notion that he is bringing greater justice to the world in what he does, for he knows as well as any that those with bounties on their heads often did no evil but were simply unfortunate enough to offend the wrong person who held enough power to take revenge on them. He bears no grudge against his quarries, in fact on more than one occasion he has chosen to let those he felt sufficiently innocent of their charges go free on the basis that he enjoyed the fight they put up so much that he hoped to cross paths with them again in the future.
In his relatively short career he has been bested by only one individual thus far, and it is a wound to his pride that strings most sharply. Gargan the deceiver, a Half-Orc thief who is wanted for many a crime, has evaded Alvaryn not just once, but twice to date. He has even gone to great lengths to make a show of how he knows that this grates on Alvaryn deeply. On more than one occasion he has lured Alvaryn with hints of his presence, showing himself from a distance and taunting from afar with his great toothy grin, or having decoys take his place that are only revealed when apprehended. This nemesis drives Alvaryn on to better himself in a way that no other challenge ever has. One day the deceiver will be brought low, and when he is it will be Alvaryn that stands triumphant over him.
Backstory: Carrow served for a short while as part of a military unit he and his fellows were sent alone and sometimes in groups to stir up unrest in neighboring countries and states, they aided in setting up advising and fighting alongside local insurgencies. They used extensive knowledge of the local populace and its criminal underbelly to do this in secret. After many months of fighting with local rebels in a mountainous region far from home Carrow and his men were discovered, their safe house set alight and all the survivors rounded up and thrown into a shallow grave. Dazed and semi conscious after smoke inhalation and heavy beatings the shallow grave was subject to a firing line of crossbowmen, Carrow took two bolts before being buried alive.
STR: 4,4,51 8
DEX:44143 17
CON:6343 10
INT:4233 15
WIS:3254 8
CHA:6145 9
Re roll WISDOM: 5221 16
BASE STATS, No race modifiers: STR:8 DEX:17 CON:10 INT:15 WIS:16 CHA:9
Backstory. Mazir was born and raised in a slum, she lived a hard early life with very little money or food, but she survived. One year a horrible crime took place not far from a Tiefling community, a young rich human couple had been robbed and brutally murdered whilst out one evening. Many believed it had the hallmarks of a professional hit, and the couple who were murdered had questionable ties to certain criminal elements. The local courts and lawmen pointed the finger at the lower classes a hate crime, a murder for petty coin. The city was on edge for months until a small altercation snowballed into a full scale riot. The poorer communities took to defend themselves as a wave of angry deranged citizens in search for justice swarmed the slums. The killing began as men fought in the streets but soon it was indiscriminate, homes burned, women and children raped and murdered. Mazir ran after seeing her family mutilated, she was cornered by 4 men only a scrounged spear to defend herself with. As Mazir fought she pleaded for whatever god new or old to help, she blacked out coming round she awoke with several dead bodies around her burn marks covered them and the walls a strange energy rippled through her body. And a voice "Your anger will serve me well"
STR:6416 13
DEX:5253 14
CON:3244 12
INT:4261 11
WIS:5612 14
CHA:24415 11
REROLL CHA: 55566 13
STATS without racial Modifiers STR 13 DEX 14 CON 12 INT 11 WIS 14 CHA 13
2 submissions as i really want to try out one of the above characters thanks for reading, hope i've rolled right i'm fairly new :)
Scores before racials, rerolling one of my lowest and making strength the 5xd6 roll Strength: 17 Dex:9 Con:13 Int:13 Wis:14 Chr:12
Name: Coal
Race: Warforged (juggernaut)
Class: forge cleric
Coal was purchased sight unseen by a dwarven clan looking for a Warforged Envoy specialized in smithing to help manufacture weapons for their fight against some nearby goblins. What they received was Coal. Coal is a surplus military Warforged that was badly damaged and barly funtioning. With the help of the Dwarven clerics of the forge, they were able to repair him the best they could. Coal now appears to have a blast furnace built into his stomach and two smoke stacks that run up his back that always seem to be spewing whisps of black magical smoke that do not smell and quickly dissapate after a couple seconds. Coal was sent to the dwarves either by mistake or in an attempt to rip them off since a damaged juggernaut is far from the shiny new envoy they requested.... Either way, the dwarves put his incredible strength and endurence to good use not only making weapons, but using them to great success against his enemies. Once he was given his own free will, he decided to leave his dwarven family with his newly honed smithing skills in the hopes of finding other damaged or destroyed warforged and repairing them and rebuilding their numbers so that they can start their own clan much like the dwarves he had grown to call family.
BACK STORY: Faemal grew up in a druidic tribe which was charged with the protection of the forest they lived in. He helped the tribe stay hidden and thrive on their own. Hunting, scouting, and even mapping nearby environments. For most of his life, the tribe led a simple life, taking care of the forest they lived in and tending to it well. Any blights were quickly dealt with and any outsiders coming in to over hunt or create a disturbance of some other kind would get rerouted out of the forest through druidic magics. One morning Faemal was awoken by his sister, Silva, in an abrupt fashion. She told him the forest was on fire and they had to run or otherwise be consumed. As he emerged from his small hut he was welcomed by flames licking the edge of their druidic camp, screams of terror and fear echoing throughout. His parents outside, they begun to run out of the tribe's camp. Faemal stopped in his tracks and told his family to go on without him as he had one more person to check on. He had grown fond of Levana, a half elf druid, and so he went to frantically search for her. Faemal quickly realized it was all for naught as he came across Levana's home, it was already being consumed by the flames. Devastated, he ran out of the camp and into the woods fast as he could in an attempt to escape the roaring fires. When he finally broke free of the forest, eyes filled in tears, he realized there was no one there beside him. He believes his family was able to escape and now he is trying to locate them in the nearby city.
Backstory/Leaving home: "Oh, you're a mixed-blood too? Was your mother the victim of attacking marauders who had their way with her? What a pity for you to live. Have you considered the alternative? What if your family was the defilers? Imagine living every day being reminded of the weakness of your lesser blood and your base conception. Imagine being reminded how the ones you live with are monsters that prey on others."
Tallis escaped his "home" (if that's what anyone would call it) as soon as he knew the way out. During his escape, whispers came from the darkness around him that guided his feet and direction. When he finally met sunlight, he turned back to the darkness, knowing he'll never truly accept either world. He was an abomination, stuck in twilight. After days of considering this, he understood his purpose: to stand in the darkness and hunt the creatures that hide within. The abyss was all too happy to accept him back. Each night, the whispers return, guiding his steps to safety on abandoned streets and in retribution against petty sneaks and thieves.
Hitting all the rolls at once:
Stat: 3, 4, 3, 4, total 11, swapping extra rolled die at bottom to make 13
Stat: 5, 5, 4, 6, total 16
Stat: 3, 5, 4, 1, total 12
Stat: 1, 5, 6, 6, total 17
Stat: 6, 1, 6, 6, total 18
Stat: 3, 6, 5, 4, total 15
Re-roll for lowest: 3, 4, 6, 3, total 13
Single-die re-roll: 5
I'm a little on the fence as to whether I want to start Ranger or Warlock, but the stats will be the same. I can go either way based on the party's needs. The +2 CHA and +1 DEX/WIS (racial gets choice of 2, +1s) have been added below:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Same bad die, so re-rolling the 9 all together: 12
Final: 12 14 12 10 15 16
Name: Mikkeo
Race: Protector Aasimar
Class: Bard
Background: Far Traveler
Mikkeo doesn't remember his past. He doesn't know where he came from. All he knows is that he exists, that he loves and wants to help people, and that music speaks to him. Some he has met since his awakening have looked down upon him for his simplicity, but he takes comfort in those who thank him for his help and in the beauty of music. He knows he is in the right. He only wishes he knew who had set him on this path.
This post has potentially manipulated dice roll results.
Name: Bala "The Ink"
Race: Lion Tibaxi
Class: Rouge
Backstory: The tale of Bala begins as some end - in prison. His mother, gods rest her soul, gave birth to him in her prison cell. She had initially thought that her being with child would've saved her from being behind bars, but now that the cub was born, surely she had an out, right? Wrong. The prison guards simply took the cub and she headed for her execution soon after. Bala was placed into a foster home ran by a young elf woman, Aris. It wasn't until he was four when he learned the full story of his mothers passing. Well....eavesdropped on it. The same prison guards who executed his mother had come for him, worried that he was born with the same criminal tendencies. They were right, and too late. Bala fled the foster home that night, and eventually his home town of Ellis, but not before finishing what his mother started. He had infiltrated the cities court hall, set fire to every piece of documentation he could find, and smeared his name in ink on the court doors. Now he travels a wanted man, setting fire to law houses across the land, just because he could. Dawning the name, Bala the Ink
This post has potentially manipulated dice roll results.
Name: Dexter "Dex" Goldhands
Race: Gnome
Class: Rogue (Arcane Trickster)
Background: Archaeologist
Ability scores: 12 16 14 13 1311 (+2 INT for gnome) = 12 16 14 15 1311
Ability scores: 91014121311
Reroll 1st stat 9
Reroll 1 for 2nd stat 1
Adventure and treasure hunter extraordinaire, Dex comes from a long line of Goldhand gnomes who either made their fortunes from exploring, or were killed horribly by monsters with nasty, big, pointy teeth while doing so. He has a habit of carrying everything he needs for an expedition wherever he goes, in a human-sized backpack, meaning you're likely to hear the clanking of his gear before you see him. He has arrived in Thrusk to trade a few bits and bobs he found on his most recent dungeon delve, and to absorb the rumours and gossip of the city to lead him to his next big score. Despite his quick tongue, Dex is kind at heart, and would rather avoid conflict where possible, typically using illusions or other magic to do so.
*Edit: was experimenting with the best way to display the various dice rolls, and now my rerolls change every time I edit the post :)
Sooo many wonderful applications, Thank you all for your time, I'm sorry if you haven't been selected at first but there is a 24 hour window for those chosen to confirm or I fill their spot with someone else. Will keep recruitment open for the time being for that reason.
Backstory: Kail grew up without a father. His mother was a Paladin of Torm and he was raised in a household with lawful good tendencies. Kail went his own path when he decided to join a nearby monastery who helped him discover his inner self. Opening his mind introduced the communication of the quori spirit of Maya (Meaning "Might") and this is when the night visions began. Often, Kail would have reoccuring visions which left him restless- The most common one showed him fighting an unseen force in a fiery hell. Two additional arms sprout from his back and runes glow all over his body with divine light. The teachers at the monastery worked with scholars from the Paladin order, along with Kail's mother to uncover Kail's true Kalashtar heritage. The quori chose Kail's mother as the vessel for his birth. Guided by the faith of his quori spirit, Kail now adventures out with the teachings of his monastery and the Torm order to spread good over the world, determined to be the light and strength for those in need. A calmer of nerves. A beacon for the lost. A hero.
Figures I'd miss the cut with amazing stat rolls. No matter, if you need a super-lock/ranger, just let me know! :)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Haymer's Haberdashery used to be a colorful shop, brims and plumes of all shapes and styles used to adorn it's shelves. Next to a bakery and a florist, the smell of fresh breads wafted through the windows, and delicate petaled flowers were strewn across the storefronts, times were good in those days, but those days had long since passed. Now Haymer's Haberdashery sits abandoned, as does it's neighbors, dust coating all in their silent decay. The laughter is gone, the mirth absent, none have set foot over it's threshold in many a year, but on this day it does not sit empty. Footprints disturb the dust, leading through a door that hangs crooked, and there stands Alvaryn on the street, hot on the trail of another bounty.
Alvaryn: You've managed to track Galmin Lux to an abandoned section of the Outskirts, through inquiring with neighbors, it seemed Mr. Lux left his previous residence in a rush, a full sprint actually. A sprinting man attracts attention, and here you have finally caught up to your quarry. The store is two stories, completely wooden, sturdy. Several panes of glass sit shattered within the window frames, the whole block has an eerie vibe to it. How do you approach this situation?
As Alvaryn comes up on the abandoned store in a rush he immediately notes the footprints that lead through the front door and quickly slows down to a halt outside. "Ah, so the game is afoot..." He mutters to himself quietly as a grin spreads across his handsome Elven features, "At last!". Fully aware of Mr Lux's slippery reputation and his propensity to run rather than fight he draws his longsword with his left hand and prepares a net in his right, all the while looking around the building and it's neighbouring structures to check for any potential exits and likely escape routes before he follows the footprints through the front door himself.
This section of the outskirts is built in a grid fashion, with an alley running through each block. the roads are practically empty, the only souls present are wandering vagrants squatting in the empty buildings and searching in vain for anything of value.
As you push open the door, there is a moment of tension and release as a tripwire is broken, a hinged shelf that was supported by the wire flips down, sending several glass objects shattering on the ground. A window thumps in the back of the upper story.
Mazir: You enter through the West gate, A giant arch that is the western entrance of the city. Mismatched towers dot the cityscape, all built in different styles, simpler wooden buildings stand next to grandiose stone abodes, chipped and weathered. All manner of people walk The Waning boulevard, pack animals and carts occupy the center of the road, but instead of observing the surrounding, you notice a strange drone that gets louder as you continue into the city, it grows and grows. Until it doesn't. you turn to the right, an alley with trash and debris thrown against the sides, it seems to almost beckon you.
Wrex: You've been in Thrusk for three days now, tracking the man responsible for your brothers death. The Marshallcy has been sympathetic to your cause, and You've found that the criminal is operating under a different name, Galmin Lux, for whom a bounty has been issued. Marshal Gunthur Brosth informed you that a career bounty hunter had set off after him just this morning, but lux is slippery as an eel and he may need help. Following the same clues, you are a block away when Alvaryn enters Luxs' hideout.
Mikkeo: You've been in Thrusk for about a week and have found many opportunities through which to have an impact, to such a degree that you've been given free room and board at The Drowning Gull inn on the eastern docks. You decided to travel to the west side for the day, busking and looking for more opportunities. You spot a tiefling woman walking with a sense of purpose but seemingly in a trance on the opposite side of the busy street, she stops suddenly, and turns to face the alley there. Something seems a bit off about it.
Torgar: You enter with the convoy through the western gate, the leader of the convoy jumps down off a wagon and thanks you along with handing you you're pay, 15 gp and a blade from one of the wagons (a simple but well crafted utility knife), tells you where they will be staying and offers to sign you on for the return trip in two weeks. They pull off and you find yourself surrounded by the largest city you've ever set foot in. A busker plays just ahead of you, playing a viol and the tune gets faster and faster, getting frantic, almost desparate, and the violists eyes are locked on a tiefling woman across the street.
Torgar and Mikkeo, you may describe yourselves if you wish.
Othokent: You've spent that last couple days in the city but have still found no deeper understanding. You've shacked up in an abandoned bakery, the stone ovens feel wonderful against your scales after letting them warm a bit. A loud thump from next door causes you to jump to your feet.
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Thrusk, a city both old and new. Sprawling ruins built eons ago by a now dead empire, added to and expanded upon over the last three centuries, Thrusk is known as the eastern hub of the Yulen Confederacy, and with the Brakby river splitting it in two, Thrusk is essential to trade between the settlements along Rymrial ridge and Sullivan's coast. All things exist in Thrusk, you have only but to look, but be warned, things may not always be as they seem.
We will start the adventure in Thrusk, all races and classes welcome, at level 1. Please post character sheet and a bit of backstory, for ability scores roll with mulligan. roll 4 d6, counting only the highest three for each score, you may choose one score in which to add a fifth d6 roll but still only keeping the highest three, and one time you may completely reroll a single score. I will message you to talk a bit more about your character once you post. I am looking for 4-6 players. I do work for a living, usually on at night Central timezone U.S.
Now something a bit more serious. Let me do my job. You have your character but I have everything else, and please don't barrage the campaign forum, I will take the time to check in with every character at every turn, but if everyone is interjecting then things get a bit confusing. That is all.
Character Name: Othokent
Race: Lizardfolk
Class: Rogue
Backstory(snippet):
Of all the creatures Threza Blacktusk had came to know, none have been more infuriatingly thick headed and annoyingly clever than Othokent. The lizard was barely past the stage of hatchling when he came under the half-orc ranger's care; one of the few sole survivors of her former kin's raid upon his people. By her good fortune, lizardfolk grew up fast, and held strong instincts for survival. She honed this alongside teaching in simple etiquette, believing he would need it in the future. He never fully understood, but found ways to adapt. Much to her chagrin, one of those ways involved picking up her knack for sarcasm. Eventually, the time came for him to leave the nest. Rather than simply boot him to the wild, she directed him to Thrusk of all places with the order to learn from its inhabitants. He left confused and no small amounts unnerved, but could not disobey the word of the "egg bearer". He would pass this strange test, learn all they had to offer, and then return home. Nothing more. Nothing less. Right?
Ability Score: Ability scores: 12 15 8 17 14 13.
Final Ability Scores: 13 12 18 16 13 15. (Edited Accordingly to Include the below 2 spoilers)
Re-rolling the 1st Ability Score: 17.
Adding a d6 to the 2nd Ability Score: 4.
Character Sheet: https://ddb.ac/characters/5203348/D0BEYr(Best Approximation without unlocked content)
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Character Name: Torgar
Race: Dragonborn
Class: Barbarian
Backstory(snippet): Torgar having once been a soldier was duty and honor bound to follow those above him. When told to jump, he would do so without question. This steadfast dedication served him well within his ranks, but when it actually came time to fight in the wars of his homeland, Torgar was often presented with a choice between his moral compass and the orders from his superiors. Always choosing the latter as he assumed it would lead to what was right in the long run. It didn't, and it left Torgar a changed man after the war. Win or lose he lost a lot of friends, family even, because of his dutiful approach during the war. Never again would he sacrifice his own values and beliefs for those he did not agree with. Never again would he allow friends to die because of a choice he didn't make. This new path has left Torgar a rather cautious man when hearing the opinions of others. He's a hired hand, a seasoned veteran that comes rather cheap simply so Torgar can afford to eat the next day. Even looking for the right chance to seek out his fortune to retire early and live out the rest of his days without another care if possible. Friends don't come easy for Torgar, mostly because it's easier to watch those you barely know die than those you don't.
https://ddb.ac/characters/5200675/taRy1u
Ability scores: 8 13 10 7 14 14 14 +4 +6
+4 is the actual d6
Nevermind, I'm not intereseted in this campaign.
Character Name: Alvaryn
Race: High Elf
Class: Fighter (Eldritch Knight)
Backstory: Alvaryn is a bounty hunter, but he does not fit the typical grim mould that most of that profession take. He is a cheerful, excitable elf who loves a challenge and takes great pleasure in pushing himself to his limit, and thus the life of a bounty hunter is perfect for seeking out those whom he can test himself against. He is skilled with both blade and bow, and weaves the magic that so often follows those of his heritage into his fighting style to further compliment his abilities. He takes pleasure in most things and in life he seeks out thrill and excitement above all other enjoyment. He does this in all he applies himself too and is often partial to games of skill where he can test his wit and cool against others.
He has no dark history that pushed him into this life, for him it was quite simple. He grew bored. For an elf he left his homeland far younger than most as he grew tired of the long, slow and cautious life there as he approached adulthood and caused quite the scandal for his family when he departed with words to those effect. After seeking out a more exciting existence he eventually came to Thrusk. He has lived in and around Thrusk for a few years now and shortly after arriving took up the life of a bounty hunter. Alvaryn doesn't hold any notion that he is bringing greater justice to the world in what he does, for he knows as well as any that those with bounties on their heads often did no evil but were simply unfortunate enough to offend the wrong person who held enough power to take revenge on them. He bears no grudge against his quarries, in fact on more than one occasion he has chosen to let those he felt sufficiently innocent of their charges go free on the basis that he enjoyed the fight they put up so much that he hoped to cross paths with them again in the future.
In his relatively short career he has been bested by only one individual thus far, and it is a wound to his pride that strings most sharply. Gargan the deceiver, a Half-Orc thief who is wanted for many a crime, has evaded Alvaryn not just once, but twice to date. He has even gone to great lengths to make a show of how he knows that this grates on Alvaryn deeply. On more than one occasion he has lured Alvaryn with hints of his presence, showing himself from a distance and taunting from afar with his great toothy grin, or having decoys take his place that are only revealed when apprehended. This nemesis drives Alvaryn on to better himself in a way that no other challenge ever has. One day the deceiver will be brought low, and when he is it will be Alvaryn that stands triumphant over him.
Character Sheet: https://ddb.ac/characters/5122357/feIdbV
Just rolling some ability scores here:
1:9 2:9 3:10 4:17 5:13 6:13
Adding an extra d6 to stat no 2: 6 - No change to stat! Still a 15.
Re-rolling stat no 3:10
Final stats: 12 15 17 13 11 12
Name: Carrow Dunbar
Race: Half-Orc
Class:Ranger
Backstory: Carrow served for a short while as part of a military unit he and his fellows were sent alone and sometimes in groups to stir up unrest in neighboring countries and states, they aided in setting up advising and fighting alongside local insurgencies. They used extensive knowledge of the local populace and its criminal underbelly to do this in secret. After many months of fighting with local rebels in a mountainous region far from home Carrow and his men were discovered, their safe house set alight and all the survivors rounded up and thrown into a shallow grave. Dazed and semi conscious after smoke inhalation and heavy beatings the shallow grave was subject to a firing line of crossbowmen, Carrow took two bolts before being buried alive.
STR: 4,4,51 8
DEX:44143 17
CON:6343 10
INT:4233 15
WIS:3254 8
CHA:6145 9
Re roll WISDOM: 5221 16
BASE STATS, No race modifiers: STR:8 DEX:17 CON:10 INT:15 WIS:16 CHA:9
Name: Mazir Caledon
Race: Tiefling
Class: Warlock
Backstory. Mazir was born and raised in a slum, she lived a hard early life with very little money or food, but she survived. One year a horrible crime took place not far from a Tiefling community, a young rich human couple had been robbed and brutally murdered whilst out one evening. Many believed it had the hallmarks of a professional hit, and the couple who were murdered had questionable ties to certain criminal elements. The local courts and lawmen pointed the finger at the lower classes a hate crime, a murder for petty coin. The city was on edge for months until a small altercation snowballed into a full scale riot. The poorer communities took to defend themselves as a wave of angry deranged citizens in search for justice swarmed the slums. The killing began as men fought in the streets but soon it was indiscriminate, homes burned, women and children raped and murdered. Mazir ran after seeing her family mutilated, she was cornered by 4 men only a scrounged spear to defend herself with. As Mazir fought she pleaded for whatever god new or old to help, she blacked out coming round she awoke with several dead bodies around her burn marks covered them and the walls a strange energy rippled through her body. And a voice "Your anger will serve me well"
STR:6416 13
DEX:5253 14
CON:3244 12
INT:4261 11
WIS:5612 14
CHA:24415 11
REROLL CHA: 55566 13
STATS without racial Modifiers STR 13 DEX 14 CON 12 INT 11 WIS 14 CHA 13
2 submissions as i really want to try out one of the above characters thanks for reading, hope i've rolled right i'm fairly new :)
https://www.dndbeyond.com/profile/Wreckzors/characters/5207802
Ability scores: 13 9 14 9 13 17 12
Scores before racials, rerolling one of my lowest and making strength the 5xd6 roll
Strength: 17
Dex:9
Con:13
Int:13
Wis:14
Chr:12
Name: Coal
Race: Warforged (juggernaut)
Class: forge cleric
Coal was purchased sight unseen by a dwarven clan looking for a Warforged Envoy specialized in smithing to help manufacture weapons for their fight against some nearby goblins. What they received was Coal. Coal is a surplus military Warforged that was badly damaged and barly funtioning. With the help of the Dwarven clerics of the forge, they were able to repair him the best they could. Coal now appears to have a blast furnace built into his stomach and two smoke stacks that run up his back that always seem to be spewing whisps of black magical smoke that do not smell and quickly dissapate after a couple seconds. Coal was sent to the dwarves either by mistake or in an attempt to rip them off since a damaged juggernaut is far from the shiny new envoy they requested.... Either way, the dwarves put his incredible strength and endurence to good use not only making weapons, but using them to great success against his enemies. Once he was given his own free will, he decided to leave his dwarven family with his newly honed smithing skills in the hopes of finding other damaged or destroyed warforged and repairing them and rebuilding their numbers so that they can start their own clan much like the dwarves he had grown to call family.
NAME: Faemal Grimwald
RACE: Variant Human
CLASS: Druid - Circle of Dreams
BACK STORY: Faemal grew up in a druidic tribe which was charged with the protection of the forest they lived in. He helped the tribe stay hidden and thrive on their own. Hunting, scouting, and even mapping nearby environments. For most of his life, the tribe led a simple life, taking care of the forest they lived in and tending to it well. Any blights were quickly dealt with and any outsiders coming in to over hunt or create a disturbance of some other kind would get rerouted out of the forest through druidic magics. One morning Faemal was awoken by his sister, Silva, in an abrupt fashion. She told him the forest was on fire and they had to run or otherwise be consumed. As he emerged from his small hut he was welcomed by flames licking the edge of their druidic camp, screams of terror and fear echoing throughout. His parents outside, they begun to run out of the tribe's camp. Faemal stopped in his tracks and told his family to go on without him as he had one more person to check on. He had grown fond of Levana, a half elf druid, and so he went to frantically search for her. Faemal quickly realized it was all for naught as he came across Levana's home, it was already being consumed by the flames. Devastated, he ran out of the camp and into the woods fast as he could in an attempt to escape the roaring fires. When he finally broke free of the forest, eyes filled in tears, he realized there was no one there beside him. He believes his family was able to escape and now he is trying to locate them in the nearby city.
Faemal Grimwald
Ability scores: 7 16 16 6 6 7
Rolling additional rolls in case I plan to use them.
Additional d6: 2
Ability score reroll: 13
Name: Tallis "The Wraith" (self-appointed)/"Darksniffer" (parent-appointed)
Class: Hexblade Warlock and/or Gloom Stalker Ranger (eventual multi-class to both)
Race: Drow Half-Elf
Backstory/Leaving home: "Oh, you're a mixed-blood too? Was your mother the victim of attacking marauders who had their way with her? What a pity for you to live. Have you considered the alternative? What if your family was the defilers? Imagine living every day being reminded of the weakness of your lesser blood and your base conception. Imagine being reminded how the ones you live with are monsters that prey on others."
Tallis escaped his "home" (if that's what anyone would call it) as soon as he knew the way out. During his escape, whispers came from the darkness around him that guided his feet and direction. When he finally met sunlight, he turned back to the darkness, knowing he'll never truly accept either world. He was an abomination, stuck in twilight. After days of considering this, he understood his purpose: to stand in the darkness and hunt the creatures that hide within. The abyss was all too happy to accept him back. Each night, the whispers return, guiding his steps to safety on abandoned streets and in retribution against petty sneaks and thieves.
Hitting all the rolls at once:
Stat: 3, 4, 3, 4, total 11, swapping extra rolled die at bottom to make 13
Stat: 5, 5, 4, 6, total 16
Stat: 3, 5, 4, 1, total 12
Stat: 1, 5, 6, 6, total 17
Stat: 6, 1, 6, 6, total 18
Stat: 3, 6, 5, 4, total 15
Re-roll for lowest: 3, 4, 6, 3, total 13
Single-die re-roll: 5
I'm a little on the fence as to whether I want to start Ranger or Warlock, but the stats will be the same. I can go either way based on the party's needs. The +2 CHA and +1 DEX/WIS (racial gets choice of 2, +1s) have been added below:
Str:13, Dex:18, Con:16, Int:13, Wis:16, Cha: 20
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Ability scores: 12 14 9 10 15 16
Result: 12 14 9 10 15 16
Rolling another d6 for the 9: 1
Same bad die, so re-rolling the 9 all together: 12
Final: 12 14 12 10 15 16
Name: Mikkeo
Race: Protector Aasimar
Class: Bard
Background: Far Traveler
Mikkeo doesn't remember his past. He doesn't know where he came from. All he knows is that he exists, that he loves and wants to help people, and that music speaks to him. Some he has met since his awakening have looked down upon him for his simplicity, but he takes comfort in those who thank him for his help and in the beauty of music. He knows he is in the right. He only wishes he knew who had set him on this path.
https://ddb.ac/characters/5209461/lrZ25Z
Name: Bala "The Ink"
Race: Lion Tibaxi
Class: Rouge
Backstory: The tale of Bala begins as some end - in prison. His mother, gods rest her soul, gave birth to him in her prison cell. She had initially thought that her being with child would've saved her from being behind bars, but now that the cub was born, surely she had an out, right? Wrong. The prison guards simply took the cub and she headed for her execution soon after. Bala was placed into a foster home ran by a young elf woman, Aris. It wasn't until he was four when he learned the full story of his mothers passing. Well....eavesdropped on it. The same prison guards who executed his mother had come for him, worried that he was born with the same criminal tendencies. They were right, and too late. Bala fled the foster home that night, and eventually his home town of Ellis, but not before finishing what his mother started. He had infiltrated the cities court hall, set fire to every piece of documentation he could find, and smeared his name in ink on the court doors. Now he travels a wanted man, setting fire to law houses across the land, just because he could. Dawning the name, Bala the Ink
Ability Scores: Ability scores: 16 12 18 14 14 8
https://www.dndbeyond.com/profile/Goodrail/characters/5209193
Name: Dexter "Dex" Goldhands
Race: Gnome
Class: Rogue (Arcane Trickster)
Background: Archaeologist
Ability scores: 12 16 14 13 13 11 (+2 INT for gnome) = 12 16 14 15 13 11
Ability scores: 9 10 14 12 13 11
Reroll 1st stat 9
Reroll 1 for 2nd stat 1
Adventure and treasure hunter extraordinaire, Dex comes from a long line of Goldhand gnomes who either made their fortunes from exploring, or were killed horribly by monsters with nasty, big, pointy teeth while doing so. He has a habit of carrying everything he needs for an expedition wherever he goes, in a human-sized backpack, meaning you're likely to hear the clanking of his gear before you see him. He has arrived in Thrusk to trade a few bits and bobs he found on his most recent dungeon delve, and to absorb the rumours and gossip of the city to lead him to his next big score. Despite his quick tongue, Dex is kind at heart, and would rather avoid conflict where possible, typically using illusions or other magic to do so.
*Edit: was experimenting with the best way to display the various dice rolls, and now my rerolls change every time I edit the post :)
https://ddb.ac/characters/5036540/3Z6iuq
Sooo many wonderful applications, Thank you all for your time, I'm sorry if you haven't been selected at first but there is a 24 hour window for those chosen to confirm or I fill their spot with someone else. Will keep recruitment open for the time being for that reason.
Forever Yours, The Cackling Maw
Kail. Kalashtar Monk
Backstory: Kail grew up without a father. His mother was a Paladin of Torm and he was raised in a household with lawful good tendencies. Kail went his own path when he decided to join a nearby monastery who helped him discover his inner self. Opening his mind introduced the communication of the quori spirit of Maya (Meaning "Might") and this is when the night visions began. Often, Kail would have reoccuring visions which left him restless- The most common one showed him fighting an unseen force in a fiery hell. Two additional arms sprout from his back and runes glow all over his body with divine light. The teachers at the monastery worked with scholars from the Paladin order, along with Kail's mother to uncover Kail's true Kalashtar heritage. The quori chose Kail's mother as the vessel for his birth. Guided by the faith of his quori spirit, Kail now adventures out with the teachings of his monastery and the Torm order to spread good over the world, determined to be the light and strength for those in need. A calmer of nerves. A beacon for the lost. A hero.
Scores: 15 10 14 11 10 14
Character Sheet: https://ddb.ac/characters/5073477/aR6UQr
"CoS" Rumble- Tabaxi Shadow Monk
Figures I'd miss the cut with amazing stat rolls. No matter, if you need a super-lock/ranger, just let me know! :)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
CAMPAIGN START
Haymer's Haberdashery used to be a colorful shop, brims and plumes of all shapes and styles used to adorn it's shelves. Next to a bakery and a florist, the smell of fresh breads wafted through the windows, and delicate petaled flowers were strewn across the storefronts, times were good in those days, but those days had long since passed. Now Haymer's Haberdashery sits abandoned, as does it's neighbors, dust coating all in their silent decay. The laughter is gone, the mirth absent, none have set foot over it's threshold in many a year, but on this day it does not sit empty. Footprints disturb the dust, leading through a door that hangs crooked, and there stands Alvaryn on the street, hot on the trail of another bounty.
Alvaryn: You've managed to track Galmin Lux to an abandoned section of the Outskirts, through inquiring with neighbors, it seemed Mr. Lux left his previous residence in a rush, a full sprint actually. A sprinting man attracts attention, and here you have finally caught up to your quarry. The store is two stories, completely wooden, sturdy. Several panes of glass sit shattered within the window frames, the whole block has an eerie vibe to it. How do you approach this situation?
As Alvaryn comes up on the abandoned store in a rush he immediately notes the footprints that lead through the front door and quickly slows down to a halt outside. "Ah, so the game is afoot..." He mutters to himself quietly as a grin spreads across his handsome Elven features, "At last!". Fully aware of Mr Lux's slippery reputation and his propensity to run rather than fight he draws his longsword with his left hand and prepares a net in his right, all the while looking around the building and it's neighbouring structures to check for any potential exits and likely escape routes before he follows the footprints through the front door himself.
perception:7
This section of the outskirts is built in a grid fashion, with an alley running through each block. the roads are practically empty, the only souls present are wandering vagrants squatting in the empty buildings and searching in vain for anything of value.
As you push open the door, there is a moment of tension and release as a tripwire is broken, a hinged shelf that was supported by the wire flips down, sending several glass objects shattering on the ground. A window thumps in the back of the upper story.
Mazir: You enter through the West gate, A giant arch that is the western entrance of the city. Mismatched towers dot the cityscape, all built in different styles, simpler wooden buildings stand next to grandiose stone abodes, chipped and weathered. All manner of people walk The Waning boulevard, pack animals and carts occupy the center of the road, but instead of observing the surrounding, you notice a strange drone that gets louder as you continue into the city, it grows and grows. Until it doesn't. you turn to the right, an alley with trash and debris thrown against the sides, it seems to almost beckon you.
Wrex: You've been in Thrusk for three days now, tracking the man responsible for your brothers death. The Marshallcy has been sympathetic to your cause, and You've found that the criminal is operating under a different name, Galmin Lux, for whom a bounty has been issued. Marshal Gunthur Brosth informed you that a career bounty hunter had set off after him just this morning, but lux is slippery as an eel and he may need help. Following the same clues, you are a block away when Alvaryn enters Luxs' hideout.
Mikkeo: You've been in Thrusk for about a week and have found many opportunities through which to have an impact, to such a degree that you've been given free room and board at The Drowning Gull inn on the eastern docks. You decided to travel to the west side for the day, busking and looking for more opportunities. You spot a tiefling woman walking with a sense of purpose but seemingly in a trance on the opposite side of the busy street, she stops suddenly, and turns to face the alley there. Something seems a bit off about it.
Torgar: You enter with the convoy through the western gate, the leader of the convoy jumps down off a wagon and thanks you along with handing you you're pay, 15 gp and a blade from one of the wagons (a simple but well crafted utility knife), tells you where they will be staying and offers to sign you on for the return trip in two weeks. They pull off and you find yourself surrounded by the largest city you've ever set foot in. A busker plays just ahead of you, playing a viol and the tune gets faster and faster, getting frantic, almost desparate, and the violists eyes are locked on a tiefling woman across the street.
Torgar and Mikkeo, you may describe yourselves if you wish.
Othokent: You've spent that last couple days in the city but have still found no deeper understanding. You've shacked up in an abandoned bakery, the stone ovens feel wonderful against your scales after letting them warm a bit. A loud thump from next door causes you to jump to your feet.