Applications Close On: 08/28/2022 23:59:59 EDT Looking for a party of 6-8.
The Adventure
This is a homebrew PG-13 fantasy/sci-fi survival adventure, utilizing D&DBeyond, Discord, Avrae and OTFBM for tactical combat.
Players are expected to post at least once per Earth day. Avrae experience is helpful but not necessary. Players are at minimum expected to link their D&D Beyond Character Sheet with Discord and utilize D&D Beyond virtual dice.
In this adventure, the party are among dozens of survivors stranded aboard a prototype space galleon set on a fixed and unknown course through wild space and the astral sea with limited supplies, hoping to survive and somehow return home. (i.e. Stargate Universe, Lost in Space, etc.)
The galleon has a permanent teleportation circle, the means for which the party can leave the ship to go on adventures, hopefully returning before time runs out and they're stranded alone in a strange new world. (You’re on the Away Team!)
Both ship and permanent teleportation circle are part of a joint project between two Great Readers of Candlekeep, where the adventure will begin, but the party will be quickly cut off from everything they know.
It seems some mysterious and highly intelligent civilization, eons ago, planted other permanent teleportation circles across wildspace, and now the galleon is able to connect with these places for a short time.
Starting with meager supplies, the party will use these teleportation circles to temporarily search new locations for resources to stay alive.
Managing resources is important. Goodberry, Create Water, etc. may help, and work Rules-as-Written, but won't give you everything.
Travel aboard the prototype is rough and crowded. Gritty Realism Resting is in effect: 8 hour short rests and 7 day long rests.
Your Adventurer:
In some manner, you were all involved in research and development of permanent teleportation circles or spelljammers, or the security detail. The majority of people onboard are scholars, warriors (mostly Waterdeep’s Navy), and crafters, but there’s room for all classes!
As a scholar, you gain Proficiency in Arcana or Investigation. If you already have proficiency in one, you may gain Expertise instead.
As a crafter, you gain Proficiency in your choice of Artisan’s Tools. If you already have tool proficiency, you may gain Expertise instead.
As a warrior, you gain Proficiency in Navigator’s Tools or Water Vehicles. If you already have proficiency, you may gain Expertise instead.
If there's any chance to survive this and get home safely, you'll have to cooperate and coordinate carefully to fight, manage resources, keep the spelljammer operational, and keep the peace onboard.
Your adventurer may use character options from official sources, or CR. The game starts in Candlekeep, but the adventurer may be from either Forgotten Realms or Eberron (there will be an assortment of crafter NPC's present from Eberron connected to House Cannith).
If using one of the new playable races from Spelljammer sources, consider how you arrived at Candlekeep!
Adventurers start at level 3 with standard starting equipment or gold, AND either: x1 Common Magic Item or a Feat of their choice.
Adventurers may not use the Lucky Feat.
Level advancement is by milestone. Multiclassing is allowed within the rules in the PHB and if narratively appropriate.
Homebrew character options are not allowed.
An application should include:
Ability scores roll. Roll 4d6 drop lowest, no rerolls. You may use these stats, or Point Buy.
Character Name, Class (including subclass and multiclass intent), Background, Race, Personality, Ideals, Bond, and Flaw.
SHORT backstory, including how you were involved with the project.
If you have any questions, please feel free to post here or send a private message. Tentative start date for the adventure is 09/06/2022
Name: Lyra Ravenscale (<-- Link to DDB character sheet) Race: Custom Lineage (flavor as quarter-elf) Class: Hexblade Warlock (2) / Bard (1+) - planned subclass: College of Eloquence, planned levels only in Bard from here on out. Background: See (first) spoiler below. Personality, Ideals, Bonds, Flaws: See (first) spoiler below. Backstory: See (first) spoiler below.
Background: Faction Agent (Harpers) Personality: I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. Ideals: Charity. I always try to help those in need, no matter what the personal cost. (Good). Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic). Bonds: Everything I do is for the common people. (Harpers: We are the song for those who have no voice.) Flaws: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. Also, I often just will not shut up, even when it's in my best interest. I think I can charm my way out of anything.
Extra Feat: Resilient (Constitution), to go with the Fey-Touched feat from the Custom Lineage race.
Backstory: Lyra's prize possession is a dull black harmonica which always hangs around her neck. Plays haunting chords which act as the source of her magic. Through this instrument, she has she has made what at first was an unwitting pact with the Raven Queen. A mysterious, chaotic neutral demigod of Shadowfell.
Youngest child of a small merchant family and orphaned at an early age, Lyra ran off from her elven grandmother's home near Silverymoon as soon as she was of age. Bound for the City of Splendors, Waterdeep. There, she soon found her calling as a Harper faction agent. Always finding the right angle, persuading, deceiving, intimidating, reaching the middle ground. Successful in every mission thus far, with skyrocketing confidence. But this one is different. Asked to pose as a scholar and immerse herself into research for the spelljammer, though she would have preferred to be a warrior or diplomat. Bound for the Astral Sea from Candlekeep. Asked to bring back information not just from exploration, but on all of her companions and handlers as well. On everything Lyra finds, whether of this world or another.
Background: Soldier, 24601 has been made long time ago with the only scope of defending those who have created it
Backstory: little is know, just that he is an old fighting model, builded a lot of years ago. He woke up in a junkyard and was bought for being auxiliary warrior for the crew for few silver coin... He is huge machine and appears quite rusty but sill swift his movement. Along with some strange arcane symbols a metal label carrying his "name" is posted on his left shoulder. Is apparent that he is imbued with some arcane magic, manifesting in lighting that runs into conducts along his back and limbs. People may know that he is likely to lost control of this magic in stressful situation (that's how the wild magic manifests itself when raging).
Personality: As automata imbued with magic , is personality is not Cleary defined as the one of the other thinking creatures. he was constructed just as fighting automata and developing his own will was not supposed to happen; so his personality is a kind of childish in nature, it's like a living armor designed for fight with the personality of a child that is experiencing the world for the first time, so social habits means little to him. Anyway the scope for which he was made still bond him to protect those are proven to be comrades to him.
ideals: Responsibility. I do what I must and obey just authority. He has been build for defending purposes after all...
Bonds: He is committed to defend Those who fight beside him and their home (ship). He is committed to find his place in the universe and to know how and why he has been made for...
Flaws: Since he is fighting automata there are little space for sophisticated debates. He knows almost nothing about the universe, the other people and their social habits even if he can be dangerously curious about everything....
Character Name: Yolk. Class: Draconic Bloodline Sorcerer. Background: Kobold Underling (PHB custom background - Outlander with different personality traits). Race: Plasmoid.
Personality: I watch over my friends as if they were hatchlings.
Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
Bond: I feel a profound sense of abandonment, both from my tribe and from whatever life form birthed me.
Flaw: I instinctively tend to obey creatures bigger than me, especially dragons.
SHORT backstory: Yolk came from wildspace at a very young age and landed in a nest of kobold eggs. The kobolds worked for a dragon, so the Candlekeep researchers were hesitant to extract him. He grew up thinking he was a malformed kobold, until he manifested sorcery. Then the tribe decided he must have killed a gifted kobold hatchling at birth, and for this crime he was exiled from the tribe. Candlekeep snatched him up to research and soon added him to their project as a warrior.
Plan to start with either Elemental Adept or that collapsible fishing pole. Lol. I'll leave the dragon color up to you if there's some dragon nearby that makes sense.
Character Name: Xanthia of Clan Clervian aka Clanker Class: Armorer Artificer Background: Sage Race: Rock Gnome Personality: There's nothing I like more than a good mystery. Ideal: No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) Bond: My life's work is a series of tomes related to a specific field of lore. Flaw: I speak without really thinking through my words, invariably insulting others.
Backstory: Although almost sixty now, Clanker first arrived at Candlekeep at a pretty young age. Like many gnomes, she was out looking for a way to chase her passion - and that was the combination of magic and technology for her. At Candlekeep, she found the perfect place to hone her craft and spent the next forty years there. Although not technically one of the scholars, she made an excellent living selling her gadgets and spent her free time pouring through tomes to glean anything she could from ancient golem creation - it was her hope to one day be able to create magitech golems. When the projects began, Clanker was an obvious choice to help build the things and she was happy to help with such cutting-edge magitech!
Bond: Something important was taken from me, and I aim to steal it back.
Flaw: An innocent person is in prison for a crime that I committed. I’m okay with that.
Backstory: He woke up in a junkyard and was bought for being auxiliary warrior for the crew for few silver coin... He is huge machine and appears quite rusty but sill swift his movement. Along with some strange arcane symbols a metal label carrying his "name" is posted on his left shoulder. Is apparent that he is imbued with some arcane magic, manifesting in lighting that runs into conducts along his back and limbs. People may know that he is likely to lost control of this magic in stressful situation (that's how the wild magic manifests itself when raging). Candlekeep snatched him up to research and soon added him to their project as a warrior.
Ability Scores: Ability scores: 12141313119 (I currently have standard array for my stats, but will change pending these rolls)
Character 1:
Character Name: Virlen Class: Fighter - Eldritch Knight Background: Haunted One Race: Kobold
Flaw: I have certain rituals that I must follow every day. I can never break them.
Ideal: I try to help those in need, no matter what the personal cost. (Good)
Personality: I refuse to become a victim, and I will not allow others to be victimized.
Bond: My new family has given me a new lease on life and I seek to prove useful
Backstory: His clan attacked and destroyed when was an infant by a group of bandits led by an Oni, Virlen has been scarred by his past and fears captivity above all else... His siblings were put on the black market leading to him eventually being sold as a slave to a Drow wizard and his family. Virlen was trained as a body guard for years, kept at a distance from the family. He eventually he showed a distinct talent for protective magic being caught snooping in the estate's library. The wizard intrigued by this taught Virlen basic magic, growing fond of him and thus giving him his freedom and was bestowed the family's surname. Virlen was sent on this project as a warrior but also as a representative for the Willowspell family.
Character Name: Kalphi Class: Rogue 2/Monk 1 (Intended subclasses tbd based on party comp but most likely Thief/Mercy or Shadow) Background: Urchin Race: Shifter - Wild Hunt
Flaw: It’s not stealing if I need it more than someone else.
Bond: No one else should have to endure the hardships I’ve been through.
Personality: I hide scraps of food and trinkets away in my pockets.
Ideal: Aspiration. I’m going to prove that I’m worthy of a better life. Backstory: An orphan who has always dreamt big, Kalphi began his "career" as a petty thief and pick pocket. His true love though was oddly enough scavenging for hidden gems fueled by a keen eye and lust for adventure, he always tried to make something out of nothing, valuing "trash" and finding its purpose. His resourcefulness has paid countless dividends as he eventually found a manual of martial arts, expanding on his horizons and adding to his ever expanding toolkit. He'd be hired as a scout (warrior) or auxiliary crafter as he looks to get away from his life of scrounging around to make a more stable living for himself.
Every expedition needs a cook, and sometimes it’s not what you know but who in this case Calvin an ace in academics I hung out in candlekeep for different reasons then he did but I also feel under the guidance of Ra I may gate my way to worlds unknown, if Calvin pulls through for me I will not fail to impress in the culinary arts. May get off this rock and find some pure spice.
(OOC I gave him less then a scholars intro but would love to be that guy with all the stiff collars.)
I’d like to sign on as a crafter (cook) and take the feat Chef, this sounds very cool. Also as a cleric I can provide healing if needed.
Personality - The best solution is always the most peaceful one, and I use my calm attitude to help facilitate that cooperation.
Ideal - Tradition. We have come so far with the traditions of the past, so we should uphold them for the future. (Lawful)
Bond - I want to bring honor to my family, no matter the cost.
Flaw - I am quick to switch alliances if it benefits me or my legacy. Backstory in spoiler
Ikcarin lives a life in delusion. Ever since he was young, he was told to worship the divine goddess, "Jhbia," who chose Ikcarin and his family as her prophets, granting them the strength and aptitude to carry out their lives at the cost of a few practices they must complete each day. However, no such god exists. Instead, all of this was going to their patron, who had been lying to this family from generation to generation. Ikcarin is no different, and left wildspace with the same delusions that his family has always had.
Ikcarin only gained the interest of Candlekeep because of how convincing he was to them. Ikcarin had a theory, one that involved Jhbia, and her entire, fabricated history. The theory is wrong, of course, but it didn't stop people from taking interest, Ikcarin's own expertise in many other subjects lending credence to his statements.
Class (including subclass and multiclass intent): Genie Warlock (1) / Artillerist Artificer (2) with intent to progress in Artificer but might consider one or two levels in Warlock (I can see that as reward for advancing goals in a personal quest)
Background: Izzet Engineer (Ravnica)
Race: Half Elf (DEX +1, INT +1, CHA +2)
Feat or Magic item:
Crusher (CON +1)
Personality, Ideals, Bond, and Flaw.
Personality:
Great ideas are fine, but great results are what counts.
[I'll try this too] I get really excited about my ideas and I can’t wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is!
Ideals: Fun. I love my job! Despite the dangerous working conditions, there’s nothing I’d rather do. (Chaotic)
Bond [custom]: I made a pact with a powerful being to do whatever lies in my power to return to my home plane.
Flaw: I tend to ignore sleep for days when I’m conducting research, often at the expense of my own health and safety.
SHORT backstory:
As result of a failed Izzet experiment with a Dao on Ravnica, Tez was teleported to Candlekeep right into the quarters of the chef of a secret research project. Despite, or perhaps because of, their unconventional meeting they became fast friends and the chef introduced Tez to his researcher team. Tez, being an extra-planar engineer, was quickly welcomed into the team. With time Tez realises that the being they tried to bind during the failed experiment on Ravnica was partly bound to him and it offered him power (and his life) in return for his promise to find his way back to his home plane in which the being believes it will be able to free itself again. Tez accepted the pact and in truth, he also wants to return, or wanted. His perspective shifted when he begun to work with this new project and team. This new world was far more exciting than his life on Ravnica. He'd like to return to Ravnica but, perhaps, not faster than need be.
Full Backstory:
I'm trying a different format here. Small, bite-sized pieces of background that I might be able to throw into a conversation. So far chronological up to the point when Tez became a Warlock. Clearly, the (N)PC he meets may be adapted.
Tezcerell is from Ravnica, born and bred. His ancestors have been living in the planet wide city as far as they could be traced. There is no doubt, at all, that he would be living there still, if it hadn't been for an improbable freak accident.
The half elf is the result of the union between an elven father and a human mother. While the couple broke up before he was born, they remained on friendly terms and he had good relations with both sides, though, spending most of his time with his mother.
His father is associated with the Selesnya Conclave and tried to coax him into a career as a shaman. While his mother worked occasionally for the Izzet League, she supported his father's wishes, arguing that it would be a wise choice.
Accompanying his mother during her shifts, brought Tez in contact with the league's wizards and engineers and their weird projects. He was fascinated, interested, and a quick study. First to the league's annoyance, then to their surprise.
Fostering his talents the League tutored Tez as engineer and he was set to have a great career, or so they made him believe. His parents weren't convinced, though, leading to a dispute and conflict with his father.
He assisted in minor projects, but he suspects that might all be related to a huge program. So big and secretive that its ultimate goal is not known to him, and he suspects not even known to the leaders of the projects in which he assisted.
The latest project to which he was assigned attempts to investigate if it is possible to draw energy off an immobilised Dao in an attempt to find a new power source to recharge magic items faster than their natural rate would typical allow for.
Several setbacks occurred in this last project. It was hard to draw the Dao onto the material plane and imprison him long enough to extract any of its power. The Dao always went mad and destroyed their bindings in a blind rage returning to his home plane.
In the last experiment Tez was responsible for portal stability while one of his colleagues should have restrained the Dao. It should have worked and immobilise the entity, even absorb it into a media, but it managed to send Tez sprawling and KO.
Next thing he knew was that he woke in the quarters of a hippo with the latter standing over him with an inquiring look on his face. On account of not knowing it himself, Tez had a hard time satisfying the Giff's curiosity about how he came about.
In his first meeting with the Giff it may have helped that, unconsciously while explaining his situation, he fixed a squeaking chair, a flickering flame on the stove and a leaking tube junction that all had been annoying the patient Giff for years.
One thing went to another and they became friends despite the odd start. Not knowing what better to do in this new unfamiliar world, Tez stuck to the Giff that quickly recognised the utility an engineer, like Tez, brings to Spelljammers.
Since he popped into this new world, Tez occasionally had a voice appearing in his head. At first he thought it was a result of his concussion but there wasn't relieve over time. If anything it got worse, like if someone was trying to contact him.
He nearly thought he might have gone mad over the accidental interplanar or interdimensional or inter-who-knows travel that happened to him and heard voices from Ravnica. But it was really only one voice and each time it appeared to get clearer.
Soon he realised that someone tries to communicate. The voice invites him to talk. Talk about his future. Their future actually. The voice insists on the distinction. And it wants to meet inside his belt pouch no less! Maybe he's mad after all.
He felt shy to talk with anyone about his inner voice, and he tried to ignore it. One day, when that voice almost caused him to break his concentration, he poured all of it over Sir Reginald who just shrugged, "Why don't you just talk? Maybe then it stops?"
He accepted the invitation and vanished, well, ported into his belt pouch and met the personification of his inner voice. It turned out that the voice belongs to a Dao, incidentally the one they had tried to capture in his failed experiment.
The Dao explained that part of his essence was caught in the belt pouch, and quite possibly also merged with Tezcerell. He knows not how or why but only that it is not acceptable. He freely admits that he already tried to simply depose of Tezcerell.
The Dao figured that they need to reverse the procedure to be separated again. He thinks it might even be enough to simply return to Ravnica as he knows that there he has been able to free himself. He suggests to work together towards that goal.
The Dao offers to grant significant power to Tez in form of a formal pact that will last beyond the time of their separation, or so it claims. Tezcerell's part of the deal is that he will try to find a way for them to return or, at least, be unbound.
Tez accepted the pact. In truth, he also wants to return, or wanted. His perspective shifted when he begun to go on missions with Sir Reginald. This new world was far more exciting than his life on Ravnica. He'd return but, perhaps, not faster than need be.
I often dont get it when people game-ify DnD. This one though sounds very interesting!
Ability scores now without rerolling: 916612148
I recently got the idea for a character that could be fun to play: a gun-wizard. If firearms don't exist in this world i think a crossbow would do as well.
Name: Alexander Tafelle Race: Human, Mark of Making Story Involvment: In the story the character could have studied spelljamming helms and learned an important detail on how they establish a connection to the helmsman through the weave. he then tried to apply a simmilar spell connection to other objects, mainly weapons Class: Wizard, War Magic. Probably no multiclass, but if allowed there is chance for a Gunslinger dip. Personality: I like to talk at length about my profession. I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist. Ideal: Aspiration. I work hard to be the best there is at my craft. Bond: I owe my guild a great debt for forging me into the person I am today. Flaw: No one must ever learn that I once stole money from guild coffers. Feat: Firearm Specialist
Elaboration On the Gun Wizard for the DM:
The concept could be easily done by reflavouring spells as if they were shot out of a gun. But this isn't what i imagined. The idea i had would be to infuse the shots themselves with magic energy to apply different effects. There are actually some spells that already do this, but this will need a solid amount of hand-waving and green-lighting. I am talking about the paladin smite spells and ensnaring strike + hail of thorns. They would of course need to be added to the wizard spell list and allowed to function on ranged weapons, if they do not already. I also have an idea for a booming blade-like cantrip.
I know this is a lot to ask for so i'd be absolutly down for a compromise. Possibly reduce damage. Or make them hit-or-miss, meaning that the triggering statement is "When you hit with your next attack...", not "The next thime you hit with an attack..."
Ability scores seem to be all out of whack. before it changed i rolled: 14,7,14,10,16,17
Applications Close On: 08/28/2022 23:59:59 EDT Looking for a party of 6-8.
The Adventure
Your Adventurer:
An application should include:
If you have any questions, please feel free to post here or send a private message. Tentative start date for the adventure is 09/06/2022
Eubraxa Rising: DM
Astray in the Stars: DM
Ability scores: 10 17 12 12 12 10
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Will use point buy / standard array instead.
Name: Lyra Ravenscale (<-- Link to DDB character sheet)
Race: Custom Lineage (flavor as quarter-elf)
Class: Hexblade Warlock (2) / Bard (1+) - planned subclass: College of Eloquence, planned levels only in Bard from here on out.
Background: See (first) spoiler below.
Personality, Ideals, Bonds, Flaws: See (first) spoiler below.
Backstory: See (first) spoiler below.
Background: Faction Agent (Harpers)
Personality: I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
Ideals: Charity. I always try to help those in need, no matter what the personal cost. (Good). Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic).
Bonds: Everything I do is for the common people. (Harpers: We are the song for those who have no voice.)
Flaws: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. Also, I often just will not shut up, even when it's in my best interest. I think I can charm my way out of anything.
Extra Feat: Resilient (Constitution), to go with the Fey-Touched feat from the Custom Lineage race.
Backstory: Lyra's prize possession is a dull black harmonica which always hangs around her neck. Plays haunting chords which act as the source of her magic. Through this instrument, she has she has made what at first was an unwitting pact with the Raven Queen. A mysterious, chaotic neutral demigod of Shadowfell.
Youngest child of a small merchant family and orphaned at an early age, Lyra ran off from her elven grandmother's home near Silverymoon as soon as she was of age. Bound for the City of Splendors, Waterdeep. There, she soon found her calling as a Harper faction agent. Always finding the right angle, persuading, deceiving, intimidating, reaching the middle ground. Successful in every mission thus far, with skyrocketing confidence. But this one is different. Asked to pose as a scholar and immerse herself into research for the spelljammer, though she would have preferred to be a warrior or diplomat. Bound for the Astral Sea from Candlekeep. Asked to bring back information not just from exploration, but on all of her companions and handlers as well. On everything Lyra finds, whether of this world or another.
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Ability scores: 11 12 8 13 11 11
Hi, I'm interested in joining if there are places available
Ability scores: 11 10 15 8 15 12
or point buy eventually
Name: Item 24601
Race: Warforge
Class: Barbarian, Wild magic
Background and personality are work in progress...
Background: Soldier, 24601 has been made long time ago with the only scope of defending those who have created it
Backstory: little is know, just that he is an old fighting model, builded a lot of years ago. He woke up in a junkyard and was bought for being auxiliary warrior for the crew for few silver coin... He is huge machine and appears quite rusty but sill swift his movement. Along with some strange arcane symbols a metal label carrying his "name" is posted on his left shoulder. Is apparent that he is imbued with some arcane magic, manifesting in lighting that runs into conducts along his back and limbs. People may know that he is likely to lost control of this magic in stressful situation (that's how the wild magic manifests itself when raging).
Personality: As automata imbued with magic , is personality is not Cleary defined as the one of the other thinking creatures. he was constructed just as fighting automata and developing his own will was not supposed to happen; so his personality is a kind of childish in nature, it's like a living armor designed for fight with the personality of a child that is experiencing the world for the first time, so social habits means little to him. Anyway the scope for which he was made still bond him to protect those are proven to be comrades to him.
Background and other info is in the spoiler
Link to ddb character sheet: item 24601
Ability scores: 9 15 11 12 13 13
Thinking of maybe a plasmoid sorcerer? We'll see how the abilities shake out.
Character Name: Yolk. Class: Draconic Bloodline Sorcerer. Background: Kobold Underling (PHB custom background - Outlander with different personality traits). Race: Plasmoid.
Personality: I watch over my friends as if they were hatchlings.
Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
Bond: I feel a profound sense of abandonment, both from my tribe and from whatever life form birthed me.
Flaw: I instinctively tend to obey creatures bigger than me, especially dragons.
SHORT backstory: Yolk came from wildspace at a very young age and landed in a nest of kobold eggs. The kobolds worked for a dragon, so the Candlekeep researchers were hesitant to extract him. He grew up thinking he was a malformed kobold, until he manifested sorcery. Then the tribe decided he must have killed a gifted kobold hatchling at birth, and for this crime he was exiled from the tribe. Candlekeep snatched him up to research and soon added him to their project as a warrior.
Plan to start with either Elemental Adept or that collapsible fishing pole. Lol. I'll leave the dragon color up to you if there's some dragon nearby that makes sense.
Ability scores: 17 17 8 13 8 14
Character Name: Xanthia of Clan Clervian aka Clanker
Class: Armorer Artificer
Background: Sage
Race: Rock Gnome
Personality: There's nothing I like more than a good mystery.
Ideal: No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
Bond: My life's work is a series of tomes related to a specific field of lore.
Flaw: I speak without really thinking through my words, invariably insulting others.
Backstory: Although almost sixty now, Clanker first arrived at Candlekeep at a pretty young age. Like many gnomes, she was out looking for a way to chase her passion - and that was the combination of magic and technology for her. At Candlekeep, she found the perfect place to hone her craft and spent the next forty years there. Although not technically one of the scholars, she made an excellent living selling her gadgets and spent her free time pouring through tomes to glean anything she could from ancient golem creation - it was her hope to one day be able to create magitech golems. When the projects began, Clanker was an obvious choice to help build the things and she was happy to help with such cutting-edge magitech!
Ability scores: 14 6 12 11 10 12
Mfs select me or I rage
Name: Steve Watson
Race: Custom Lineage
Class: Sorcerer, Wild Magic
Background: Urchin
Personality: I blow up at the slightest insult.
Ideal: I do what I want, when I want. (Chaotic)
Bond: Something important was taken from me, and I aim to steal it back.
Flaw: An innocent person is in prison for a crime that I committed. I’m okay with that.
Backstory: He woke up in a junkyard and was bought for being auxiliary warrior for the crew for few silver coin... He is huge machine and appears quite rusty but sill swift his movement. Along with some strange arcane symbols a metal label carrying his "name" is posted on his left shoulder. Is apparent that he is imbued with some arcane magic, manifesting in lighting that runs into conducts along his back and limbs. People may know that he is likely to lost control of this magic in stressful situation (that's how the wild magic manifests itself when raging). Candlekeep snatched him up to research and soon added him to their project as a warrior.
Mfs select me or I rage
I have two characters listed below:
Ability Scores: Ability scores: 12 14 13 13 11 9 (I currently have standard array for my stats, but will change pending these rolls)
Character 1:
Character Name: Virlen
Class: Fighter - Eldritch Knight
Background: Haunted One
Race: Kobold
Flaw: I have certain rituals that I must follow every day. I can never break them.
Ideal: I try to help those in need, no matter what the personal cost. (Good)
Personality: I refuse to become a victim, and I will not allow others to be victimized.
Bond: My new family has given me a new lease on life and I seek to prove useful
Backstory: His clan attacked and destroyed when was an infant by a group of bandits led by an Oni, Virlen has been scarred by his past and fears captivity above all else... His siblings were put on the black market leading to him eventually being sold as a slave to a Drow wizard and his family. Virlen was trained as a body guard for years, kept at a distance from the family. He eventually he showed a distinct talent for protective magic being caught snooping in the estate's library. The wizard intrigued by this taught Virlen basic magic, growing fond of him and thus giving him his freedom and was bestowed the family's surname. Virlen was sent on this project as a warrior but also as a representative for the Willowspell family.
Character Sheet: https://ddb.ac/characters/75118325/8A23zO
Character 2:
Character Name: Kalphi
Class: Rogue 2/Monk 1 (Intended subclasses tbd based on party comp but most likely Thief/Mercy or Shadow)
Background: Urchin
Race: Shifter - Wild Hunt
Flaw: It’s not stealing if I need it more than someone else.
Bond: No one else should have to endure the hardships I’ve been through.
Personality: I hide scraps of food and trinkets away in my pockets.
Ideal: Aspiration. I’m going to prove that I’m worthy of a better life.
Backstory: An orphan who has always dreamt big, Kalphi began his "career" as a petty thief and pick pocket. His true love though was oddly enough scavenging for hidden gems fueled by a keen eye and lust for adventure, he always tried to make something out of nothing, valuing "trash" and finding its purpose. His resourcefulness has paid countless dividends as he eventually found a manual of martial arts, expanding on his horizons and adding to his ever expanding toolkit. He'd be hired as a scout (warrior) or auxiliary crafter as he looks to get away from his life of scrounging around to make a more stable living for himself.
Character Sheet: https://ddb.ac/characters/81548581/Lu8erc
Ability scores: 10 11 8 13 9 6
Ability scores: 15 14 12 7 10 15
Paladin - warforged - orange
Orien Noir (<- Link)
Every expedition needs a cook, and sometimes it’s not what you know but who in this case Calvin an ace in academics I hung out in candlekeep for different reasons then he did but I also feel under the guidance of Ra I may gate my way to worlds unknown, if Calvin pulls through for me I will not fail to impress in the culinary arts. May get off this rock and find some pure spice.
(OOC I gave him less then a scholars intro but would love to be that guy with all the stiff collars.)
I’d like to sign on as a crafter (cook) and take the feat Chef, this sounds very cool. Also as a cleric I can provide healing if needed.
Ability scores: 16 18 15 10 9 14
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
14, 16, 10, 14, 11, 7
Backstory in spoiler
Ikcarin lives a life in delusion. Ever since he was young, he was told to worship the divine goddess, "Jhbia," who chose Ikcarin and his family as her prophets, granting them the strength and aptitude to carry out their lives at the cost of a few practices they must complete each day. However, no such god exists. Instead, all of this was going to their patron, who had been lying to this family from generation to generation. Ikcarin is no different, and left wildspace with the same delusions that his family has always had.
Ikcarin only gained the interest of Candlekeep because of how convincing he was to them. Ikcarin had a theory, one that involved Jhbia, and her entire, fabricated history. The theory is wrong, of course, but it didn't stop people from taking interest, Ikcarin's own expertise in many other subjects lending credence to his statements.
Crusher (CON +1)
As result of a failed Izzet experiment with a Dao on Ravnica, Tez was teleported to Candlekeep right into the quarters of the chef of a secret research project. Despite, or perhaps because of, their unconventional meeting they became fast friends and the chef introduced Tez to his researcher team. Tez, being an extra-planar engineer, was quickly welcomed into the team. With time Tez realises that the being they tried to bind during the failed experiment on Ravnica was partly bound to him and it offered him power (and his life) in return for his promise to find his way back to his home plane in which the being believes it will be able to free itself again. Tez accepted the pact and in truth, he also wants to return, or wanted. His perspective shifted when he begun to work with this new project and team. This new world was far more exciting than his life on Ravnica. He'd like to return to Ravnica but, perhaps, not faster than need be.
I'm trying a different format here. Small, bite-sized pieces of background that I might be able to throw into a conversation. So far chronological up to the point when Tez became a Warlock. Clearly, the (N)PC he meets may be adapted.
Tezcerell is from Ravnica, born and bred. His ancestors have been living in the planet wide city as far as they could be traced. There is no doubt, at all, that he would be living there still, if it hadn't been for an improbable freak accident.
The half elf is the result of the union between an elven father and a human mother. While the couple broke up before he was born, they remained on friendly terms and he had good relations with both sides, though, spending most of his time with his mother.
His father is associated with the Selesnya Conclave and tried to coax him into a career as a shaman. While his mother worked occasionally for the Izzet League, she supported his father's wishes, arguing that it would be a wise choice.
Accompanying his mother during her shifts, brought Tez in contact with the league's wizards and engineers and their weird projects. He was fascinated, interested, and a quick study. First to the league's annoyance, then to their surprise.
Fostering his talents the League tutored Tez as engineer and he was set to have a great career, or so they made him believe. His parents weren't convinced, though, leading to a dispute and conflict with his father.
He assisted in minor projects, but he suspects that might all be related to a huge program. So big and secretive that its ultimate goal is not known to him, and he suspects not even known to the leaders of the projects in which he assisted.
The latest project to which he was assigned attempts to investigate if it is possible to draw energy off an immobilised Dao in an attempt to find a new power source to recharge magic items faster than their natural rate would typical allow for.
Several setbacks occurred in this last project. It was hard to draw the Dao onto the material plane and imprison him long enough to extract any of its power. The Dao always went mad and destroyed their bindings in a blind rage returning to his home plane.
In the last experiment Tez was responsible for portal stability while one of his colleagues should have restrained the Dao. It should have worked and immobilise the entity, even absorb it into a media, but it managed to send Tez sprawling and KO.
Next thing he knew was that he woke in the quarters of a hippo with the latter standing over him with an inquiring look on his face. On account of not knowing it himself, Tez had a hard time satisfying the Giff's curiosity about how he came about.
In his first meeting with the Giff it may have helped that, unconsciously while explaining his situation, he fixed a squeaking chair, a flickering flame on the stove and a leaking tube junction that all had been annoying the patient Giff for years.
One thing went to another and they became friends despite the odd start. Not knowing what better to do in this new unfamiliar world, Tez stuck to the Giff that quickly recognised the utility an engineer, like Tez, brings to Spelljammers.
Since he popped into this new world, Tez occasionally had a voice appearing in his head. At first he thought it was a result of his concussion but there wasn't relieve over time. If anything it got worse, like if someone was trying to contact him.
He nearly thought he might have gone mad over the accidental interplanar or interdimensional or inter-who-knows travel that happened to him and heard voices from Ravnica. But it was really only one voice and each time it appeared to get clearer.
Soon he realised that someone tries to communicate. The voice invites him to talk. Talk about his future. Their future actually. The voice insists on the distinction. And it wants to meet inside his belt pouch no less! Maybe he's mad after all.
He felt shy to talk with anyone about his inner voice, and he tried to ignore it. One day, when that voice almost caused him to break his concentration, he poured all of it over Sir Reginald who just shrugged, "Why don't you just talk? Maybe then it stops?"
He accepted the invitation and vanished, well, ported into his belt pouch and met the personification of his inner voice. It turned out that the voice belongs to a Dao, incidentally the one they had tried to capture in his failed experiment.
The Dao explained that part of his essence was caught in the belt pouch, and quite possibly also merged with Tezcerell. He knows not how or why but only that it is not acceptable. He freely admits that he already tried to simply depose of Tezcerell.
The Dao figured that they need to reverse the procedure to be separated again. He thinks it might even be enough to simply return to Ravnica as he knows that there he has been able to free himself. He suggests to work together towards that goal.
The Dao offers to grant significant power to Tez in form of a formal pact that will last beyond the time of their separation, or so it claims. Tezcerell's part of the deal is that he will try to find a way for them to return or, at least, be unbound.
Tez accepted the pact. In truth, he also wants to return, or wanted. His perspective shifted when he begun to go on missions with Sir Reginald. This new world was far more exciting than his life on Ravnica. He'd return but, perhaps, not faster than need be.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
I often dont get it when people game-ify DnD. This one though sounds very interesting!
Ability scores now without rerolling: 9 16 6 12 14 8
I recently got the idea for a character that could be fun to play: a gun-wizard. If firearms don't exist in this world i think a crossbow would do as well.
Name: Alexander Tafelle
Race: Human, Mark of Making
Story Involvment: In the story the character could have studied spelljamming helms and learned an important detail on how they establish a connection to the helmsman through the weave. he then tried to apply a simmilar spell connection to other objects, mainly weapons
Class: Wizard, War Magic. Probably no multiclass, but if allowed there is chance for a Gunslinger dip.
Personality: I like to talk at length about my profession. I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
Ideal: Aspiration. I work hard to be the best there is at my craft.
Bond: I owe my guild a great debt for forging me into the person I am today.
Flaw: No one must ever learn that I once stole money from guild coffers.
Feat: Firearm Specialist
Elaboration On the Gun Wizard for the DM:
The concept could be easily done by reflavouring spells as if they were shot out of a gun. But this isn't what i imagined. The idea i had would be to infuse the shots themselves with magic energy to apply different effects. There are actually some spells that already do this, but this will need a solid amount of hand-waving and green-lighting. I am talking about the paladin smite spells and ensnaring strike + hail of thorns. They would of course need to be added to the wizard spell list and allowed to function on ranged weapons, if they do not already.
I also have an idea for a booming blade-like cantrip.
I know this is a lot to ask for so i'd be absolutly down for a compromise. Possibly reduce damage. Or make them hit-or-miss, meaning that the triggering statement is "When you hit with your next attack...", not "The next thime you hit with an attack..."
Ability scores seem to be all out of whack. before it changed i rolled: 14,7,14,10,16,17
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist