Welcome to Curse of Strahd, as you have never played it before (possibly).
This will not be your easy stroll through Barovia to find some items to kill the blood-sucking vampire.
This will be a more difficult campaign, and it will push players to think creatively to survive this dark domain.
Rules: Please read the following rules for how this game will be played.
Character:
So, pick standard array for your abilities. You start at level 1 Levelling up will be milestones. Hp will be the average. All races are allowed, apart from warforged, and you must take Monsters of the Multiverse versions of races if found in that book. However, you can take the class options etc, found in Tasha's, and UA is allowed. You can take Feats You can Multiclass You can either take the Starting Equipment, for your class and background, or Starting Wealth, for your class.
Adventuring:
Standard encumbrance rules will be used. You can craft magic items, but finding time and gold will be difficult. Equipment will be sized to its wearer The rules for Fear and Horror will be used. You will be Healer's Kit Dependent and have Slow Natural Healing You get Hero Points You can get Inspiration Rules for Mixing Potions will be used Rules for More Difficult Identification will be used You will be affected by Shadowfell Despair You will be able to use spell scrolls if does not match your class given a successful magic ability check, but risk a mishap. Sills can be rolled with different abilities.
Combat:
You can also take the optional Action Options in the DMG: Climb onto a Bigger Creature, Disarm, Mark, Overrun, Shove Aside, and Tumble. Rules for Hitting Cover will be used, this can lead to friendly fire Rules for Injuries will be used Rules for Massive Damage will be used
Please write a backstory for your character with the following pointers to help.
Hometown (choose either or roll d100): Waterdeep (1-15), Dafferford (16-25), Secomber (26-35), Goldenfields (36-45), Julkoun (46-55) Bowshot (56-65), Gillian's Hall (66-75), Womford (76-85), Unmarked Hamlet (86-100)
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Hello! Would love to join with Juniper, an Eladrin druid. Hometown: the vicinity of an unmarked hamlet.
Imagine young Juniper, child of the hill-forests, nearly every moment of her life having been spent out of doors: stepping lightly through swirling snowfall or finding shade under wide leaves to silently hunt small game, or, if inside, visiting with clansfolk in their humble cabins redolent of sliced cucumbers, lavender, rosemary, and lilies. Imagine Juniper, the slight-shouldered elf, her rich, sepia complexion glistening with a healthy glow after climbing the broad path from the valleys seeking new companions and new experiences, leading her pony, in good cheer at first, but with a darkening sense of dread as the cursed lands of Strahd engulf them in its shadow. Soon, she has lost her way and would give much for a cheerful hello.
I'd love to try a small person (Halfling) cleric. Those little guys are fun, and a cleric seems fitting for the campaign.
Stilgar Tabr was raised from a small group of halflings living outside of Goldenfields, primarily as farmers. But growing up he often saw his town in danger to raiders or other enemies, including a giant attack when he was young. This prompted him to leave his his family as a young tween and head to the nearest temple. There, though he went to ask for help, he quickly found a life among the friendly clerics, and was told that though they could help him directly, the gods would be more pleased if he learned how to help himself. After spending a decade or so with the clerics, he decided it was time to go home to protect his beloved fields...
--- I'm not sure how you want to tie in the pcs to going to Bavaria. It would be easy for Stil to just fade into the mist, or perhaps he could arrive home and find danger which leads him to search for the mists specifically. Basically, do you want the pcs to be going there on purpose or not? Either is easy to work with :)
This post has potentially manipulated dice roll results.
Sounds like fun and I’ve never ran curse of strand before! Hometown: 45(was 31 hate this dice roller sometimes added lost memory and reborn origins below and it freaked out)
Background: Pisces grew up in Secomber the small town build on the western side of the ruins Hastarl capital of the ancient wizard kingdom of Athalantar! He loved to read about its history’s and above all about magic. He got lucky and gain an apprenticeship to mage in Waterdeep. He learned much until….he….wait what happened. Where am I!?
As all of the Verdans, Fadi doesn't understand very well his own existence. He's a bit lonely - he never really had a family or close friends. On the other had, he worked for almost a decade in a small general shop in Waterdeep, and when the business went down, his former clients helped him survive. A few of them suggested that he had the build to be an adventurer, and that idea grew on him - he decided to go out there, explore the world, and devoted himself to do good things as others did to him. He's curious and kind, but also quite naive.
Lornaar was your typical lizardfolk, hunt for the clan, protect the clan, die for the clan. It was not out of love nor a sense a duty, just what was natural to him. He benefits from being a part of the clan while the clan benefits for having another hunter, protector or warrior among their numbers. So what point is there if the clan dies by the misfortune of a Hydra finding them and Lornaar was not there to die with them. All he sees upon return is the dead bodies of his clan mates and a severed head of the hydra. Lornaar show no signs of sadness, anger, or any feeling seeing this massacre but one thing stands out to him. A morbid curiousity as he heads for the head.
He takes a bite, riping into the limb left behind from the monster. It's...delicious, delectable, so much flavor and it awakens a craving within Lornaar. He loses himself in his hunger as he ravages the last of the head, leaving him with no more succulent meat. He only notices as he tries to eat his brethren, disliking the taste, not as good as Hydra. He grabs his belongings and whatever will help him as he starts to track the Hydra's path. There is no clan for him to serve, he only has himself now. And he wishes to gorge himself upon the monsters.
Sounds like a lotta fun. Been wanting to try out a genie patron warlock.
Name: Kal
Race: Githyanki
Class: Warlock (Genie patron)
Upon reaching adulthood, Kal left the creche behind and set out to become an adventurer, eventually settling in the city of Waterdeep. During his travels, he discovered an old ring that turned out to be the vessel of a djinni, with which he made a pact in order to gain the power to complete ever more dangerous and lucrative adventures.
Class: Wizard or Druid, will adjust as needed for the group. Either are applicable due to backstory.
The Thri-kreen populace which Cereza lived with for most of her younger years was, as most humanoids assume all thri-kreen society likely is, run by a single monarch with several castes of those beneath them. Bigger, bulkier serving as guards or warriors. More lithe, agile as rangers or scouts, and those that were unusually small as those that'd study the ways of magic. Unlike humanoid races and their deities, most of her small society thought of their queen as their deity, but with no great power to their name the populace capable of it picked up druidic magic, or studied magic pilfered and studied from mages that got lost in the woods and stumbled upon their home, then immediately resorted to violence upon seeing the monsterous race.
Cereza herself gleaned her name from studying such tomes, though a less magical one with odd illustrations of different types of humanoids.
Initially, the small colony didn't hinder humanoids with it's foraging habits, but as more and more came to settle the area eventually mercs were hired to drive them away, making the tribe from then on nomadic, though only after losing quite a few of their numbers in defense of their original home, with the survivers seeking to find sanctuary for themselves.
As a young adult Eladrin, Narisoa has ventured quite a bit of the world. Born to Elven parents that she scarcely remembers, much of Nari's childhood is bathed in the hazy gold glow of a dragon's flame. Though she does not know if a dragon had to do with her parents' early disappearance from her life, or if her draconic powers came from such a connection, she swears that the flames of her memories felt like more of a warm hug rather than a searing burn.
Traveling into distant towns starting from a very young age, Nari has long grown unaffected by the whisperings that follow her. The shimmer of golden scales across her face has always drawn attention, yet she remains undeterred in the face of the public. If anything, the natural attention only spurred on Narisoa's knack for entertaining. She eventually finds her home in the Goldenfields of Faerûn, basking in the warmth of the farm-side sun. With the help of an elderly lady also residing in the Goldenfields, Nari was quickly able to pick up the cheerful tunes of the pan flute. Her first was simply a few chopped bamboo shoots, bound by a ragged strip of gray fabric. She has since found a much more expertly crafted pan flute, polished honey-brown wood bound with a strip of silky red cloth. Never one to stay in one place for too long, Nari frequently ventures to nearby towns, playing a soft tune and carrying a vague scent of smoke wherever she goes.
June lives alone in a dark green forest, secluded from people. He spends his days hunting and selling meat at the local market nearest from his hut. His mother taught him how to handle money and how to negotiate. His father how to survive, hunt and escort important people and items. Unfortunately, his parents disappeared when he was young. Some say he's the best hunter in the area and is known and trusted by most people. June lives a simple life, in a small hut with a built-in fire place. He sleeps on the floor surrounded by countless books, his only vice, dreaming about discovering new places. He may be only 27 years-old, but is already fluent in multiple languages. His closest "friend", the person he occasionally talks to, is Laila the local markets fruiterer. She's surrounded by an evil aura, but he likes dangerous girls.
I have a character kicking around who fits the bill.
Name: Whirys Múzzar
Race: Owlin
Class: Rogue (Arcane Trickster, when the road forks)
Whirys Muzzár is a Julkounian gambler and failing merchant of ambiguous morals. Abandoned as a chick, he was rescued and espoused by an elderly Drow who earned coin as a local magician, and was apprenticed into the trade. His mentor's murder rattled young Whyris and, despite his best efforts, saw him lapse from earning a respectable keep into gambling time and time again. Now at a particularly bad period in his career, he seeks any excuse to leave Julkoun once and for all... could this be it?
This post has potentially manipulated dice roll results.
Bowshot, a small hamlet by the Trade Way, has a small inn named 'Bowshot Inn'. Due to its proximity to the famous Way Inn, the inn didn't see a large amount of visitors, but it was active enough for the guild that owned it to keep it and even send one of their newer members there to gain experience. The new innkeeper, a young woman named Emma, had actually been born in Bowshot, and therefore was an easy pick when the guild searched for a new innkeeper among their agents. She had barely finished training as a chef in Waterdeep when she was sent back, but there's no better training than actual work.
While working as a fresh innkeeper, Emma met a charming man who was likewise interested in her. It took only a few months before the two were eventually united in marriage. Happiness was short-lived though. Her husband turned out to be an abusing husband, and even while she still loved him, Emma was miserable. Even when people found out about what happened, nobody did anything, because Emma asked them not to intervene. She had foolishly held onto the belief this "phase" will pass, and their relationship will be fixed by time.
One cannot suffer endlessly, though. One evening, Emma's husband, drunk, barged into her kitchen while she was working and started beating her. This wasn't the first time something like that happens, but this time, Emma snapped. Her trapped rage went loose, and she acted on survival instincts alone. When she came to, Emma found her chef's knife - a long and sharp knife - deep within her husband's bloodied chest, his body lying lifeless on the kitchen floor.
Nobody would blame Emma, of course, as everyone in Bowshot were aware of their situation, but that did not help Emma. She blamed herself, and despite everything, believed she was the one in the wrong. She shut herself in at first, but wherever she looked, she'd see things that reminded her of her late husband. Eventually, she just had to leave Bowshot to escape the memories. Anywhere else. Anywhere else is good.
Character Sheet (background is Guild Merchant, since I suppose you can't see).
Trevor was orphaned long before he could even walk, his parents died in a mysterious fire that only he, a baby of 6 months survived. He was put into an orphanage and eventually adopted by a dwarven couple. They raised him well, and he trained under his mother to be a blacksmith. At around age 13 they realized Trevor had an innate magic ability, one tied to red dragons. He only really used his magic at the fore to help him keep the fires lit, but on more than one occasion he has had to fight off thieves. When he turned 19 his parents insisted he travel and go on an adventure ‘‘You’re far too young to spend your whole life slaving away at the forge for the guild, go live your life and make great memories!’’ they told him before he left. Trevor has now been traveling for 3 years now and finds himself in Barovia.
Vice never really knew his mother, a Shadar-kai who managed to escape the clutches of the Raven Queen. A memory haunts him every new moon of what he assumes is her departure - a window to a world where the dark consumes. He remembers fingers gripping the windowsill and then a voice but the words are still meaningless.
He and his father lived in the town of Daggerford. His father never talks of her, though Vice barely sees him as it is. Gone on jobs for sometimes months at a time, Vice was left to raise himself. And he did a terrible job at it.
The money his father left never went to clothing himself, feeding himself, or keeping the house in good repair. It went to parties, pranks, and any illicit substance he could get his hands on. Usually, those things came together in unknowable consequences, leading to mass hallucinations, graffitied homes, or on one occasion, an accidental explosion of the manure pasture on the edge of town.
His little group of anarchist friends didn't help. They encouraged Vice, egging him on. They talked him into take responsibility for these wild acts and to enact their visions and bouts of minor tyranny. In truth, Vice had a massive crush on their ringleader, Yrene. He could not force down the desire of seeing that approval on her face. He was sure he would’ve died on the spot if he saw her smile at him, though she never did.
Finally, the town had had enough. They saw Vice as the leader and troublemaker. They saw a glimpse of the Shadowfell in him and they were frightened. So, they ran him out of town. Even if they could bear his heritage, they couldn’t bear his rebellious acts.
Vice took the sudden homelessness as a sign. Settling down was not his style. He did not need a place where someone could leave again. He would do the leaving.
Vice was caught pickpocketing an elven man at the Perilous Point Travelling Circus, touring through Waterdeep. But as he was being brought to the ringmaster, a stampede of circus animals burst from the main tent. Vice sprung into action, instinct driving him forward. He managed to calm two horses and a waylaid monkey before the chaos settled.
The ringmaster saw potential in Vice and offered him a position to train as an animal tamer. Vice took it, needing the money to cover his debts (and run away from them) but it was also a middle finger to regular life. He didn’t care for most people, but the only ones he was good with were the children. He offered them smiles and joy, things he did not have when he was their age.
Life was tense but it was also free. The general hectic nature of his life kept the darkness at bay. There were no windows where his past could grab him and pull him into the void.
Star was named for an incredible event that occurred the night of his birth. A star appeared in the sky, blazed a trail against its sister stars all heading gradually westward, and fell down past the eastern horizon. These signs were not to be taken lightly, and so he was named accordingly.
As he grew, the name felt more like a calling than a simple identity. When he was very young he talked of going to find the star and bring it back. When he was older, the talk turned to simply seeing what lay across the ocean. Travellers to their lands came from the east, from a place called Fay-roon. It sounded exciting.
His family were entertainers, storytellers, keepers of the tribe's history. It frustrated Star that though so many of their stories were about great adventures and seeing amazing new places, none in his tribe wanted to leave their village, and encouraged him to stay too. But the longer he stayed, the sadder he became, until one day as he sat on a branch gazing away to the east, his parents climbed up to him. The gave him their blessing, on the condition that he return one day to pass on new stories, perhaps even ones of his own adventures. Before he left, his father passed him a great heirloom, a flute that had been in their family for generations. So he made the long journey east.
Currently he is in a town called Secomber. It's quiet here, and reminds him a little of home. People here live an easy life, though many pass through who seek adventure. So far though, he has yet to experience any true adventures of his own.
At a young age he was abandoned, by my parents, he was left to fend for myself, and he had to steal to make a living. His most prized possession, is a gold ring left over from his dad, but one day , it was stolen, and he has been trying to steal it back for a long time.
Welcome to Curse of Strahd, as you have never played it before (possibly).
This will not be your easy stroll through Barovia to find some items to kill the blood-sucking vampire.
This will be a more difficult campaign, and it will push players to think creatively to survive this dark domain.
Rules:
Please read the following rules for how this game will be played.
Character:
So, pick standard array for your abilities.
You start at level 1
Levelling up will be milestones.
Hp will be the average.
All races are allowed, apart from warforged, and you must take Monsters of the Multiverse versions of races if found in that book.
However, you can take the class options etc, found in Tasha's, and UA is allowed.
You can take Feats
You can Multiclass
You can either take the Starting Equipment, for your class and background, or Starting Wealth, for your class.
Adventuring:
Standard encumbrance rules will be used.
You can craft magic items, but finding time and gold will be difficult.
Equipment will be sized to its wearer
The rules for Fear and Horror will be used.
You will be Healer's Kit Dependent and have Slow Natural Healing
You get Hero Points
You can get Inspiration
Rules for Mixing Potions will be used
Rules for More Difficult Identification will be used
You will be affected by Shadowfell Despair
You will be able to use spell scrolls if does not match your class given a successful magic ability check, but risk a mishap.
Sills can be rolled with different abilities.
Combat:
You can also take the optional Action Options in the DMG: Climb onto a Bigger Creature, Disarm, Mark, Overrun, Shove Aside, and Tumble.
Rules for Hitting Cover will be used, this can lead to friendly fire
Rules for Injuries will be used
Rules for Massive Damage will be used
Please write a backstory for your character with the following pointers to help.
Hometown (choose either or roll d100): Waterdeep (1-15), Dafferford (16-25), Secomber (26-35), Goldenfields (36-45), Julkoun (46-55) Bowshot (56-65), Gillian's Hall (66-75), Womford (76-85), Unmarked Hamlet (86-100)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Hello! Would love to join with Juniper, an Eladrin druid. Hometown: the vicinity of an unmarked hamlet.
Imagine young Juniper, child of the hill-forests, nearly every moment of her life having been spent out of doors: stepping lightly through swirling snowfall or finding shade under wide leaves to silently hunt small game, or, if inside, visiting with clansfolk in their humble cabins redolent of sliced cucumbers, lavender, rosemary, and lilies. Imagine Juniper, the slight-shouldered elf, her rich, sepia complexion glistening with a healthy glow after climbing the broad path from the valleys seeking new companions and new experiences, leading her pony, in good cheer at first, but with a darkening sense of dread as the cursed lands of Strahd engulf them in its shadow. Soon, she has lost her way and would give much for a cheerful hello.
Character sheet.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
I'd love to try a small person (Halfling) cleric. Those little guys are fun, and a cleric seems fitting for the campaign.
Stilgar Tabr was raised from a small group of halflings living outside of Goldenfields, primarily as farmers. But growing up he often saw his town in danger to raiders or other enemies, including a giant attack when he was young. This prompted him to leave his his family as a young tween and head to the nearest temple. There, though he went to ask for help, he quickly found a life among the friendly clerics, and was told that though they could help him directly, the gods would be more pleased if he learned how to help himself. After spending a decade or so with the clerics, he decided it was time to go home to protect his beloved fields...
--- I'm not sure how you want to tie in the pcs to going to Bavaria. It would be easy for Stil to just fade into the mist, or perhaps he could arrive home and find danger which leads him to search for the mists specifically. Basically, do you want the pcs to be going there on purpose or not? Either is easy to work with :)
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Sounds like fun and I’ve never ran curse of strand before!
Hometown: 45(was 31 hate this dice roller sometimes added lost memory and reborn origins below and it freaked out)
Name: Pisces Jealnet
Class: Wizard(Divination/Chronurgy/Necromancy)not decided yet
Race: Reborn
Lost Memories: 3(was a 4)
Reborn Origins: 2(was a 6)
Background: Pisces grew up in Secomber the small town build on the western side of the ruins Hastarl capital of the ancient wizard kingdom of Athalantar! He loved to read about its history’s and above all about magic. He got lucky and gain an apprenticeship to mage in Waterdeep. He learned much until….he….wait what happened. Where am I!?
Hey, I'd like to give a try! I've never played Strahd before but it sounds quite interesting.
Fadi
Verdan
Paladin - Oath of Devotion
https://www.dndbeyond.com/characters/74677677
As all of the Verdans, Fadi doesn't understand very well his own existence. He's a bit lonely - he never really had a family or close friends. On the other had, he worked for almost a decade in a small general shop in Waterdeep, and when the business went down, his former clients helped him survive. A few of them suggested that he had the build to be an adventurer, and that idea grew on him - he decided to go out there, explore the world, and devoted himself to do good things as others did to him. He's curious and kind, but also quite naive.
Gonna try out a rp idea I have.
Lornaar
Lizardfolk
Ranger, going for Monster Slayer
Lornaar was your typical lizardfolk, hunt for the clan, protect the clan, die for the clan. It was not out of love nor a sense a duty, just what was natural to him. He benefits from being a part of the clan while the clan benefits for having another hunter, protector or warrior among their numbers. So what point is there if the clan dies by the misfortune of a Hydra finding them and Lornaar was not there to die with them. All he sees upon return is the dead bodies of his clan mates and a severed head of the hydra. Lornaar show no signs of sadness, anger, or any feeling seeing this massacre but one thing stands out to him. A morbid curiousity as he heads for the head.
He takes a bite, riping into the limb left behind from the monster. It's...delicious, delectable, so much flavor and it awakens a craving within Lornaar. He loses himself in his hunger as he ravages the last of the head, leaving him with no more succulent meat. He only notices as he tries to eat his brethren, disliking the taste, not as good as Hydra. He grabs his belongings and whatever will help him as he starts to track the Hydra's path. There is no clan for him to serve, he only has himself now. And he wishes to gorge himself upon the monsters.
Lornaar
Sounds like a lotta fun. Been wanting to try out a genie patron warlock.
Name: Kal
Race: Githyanki
Class: Warlock (Genie patron)
Upon reaching adulthood, Kal left the creche behind and set out to become an adventurer, eventually settling in the city of Waterdeep. During his travels, he discovered an old ring that turned out to be the vessel of a djinni, with which he made a pact in order to gain the power to complete ever more dangerous and lucrative adventures.
I'd like to state interest in this!
Cereza, Thri-kreen
Class: Wizard or Druid, will adjust as needed for the group. Either are applicable due to backstory.
The Thri-kreen populace which Cereza lived with for most of her younger years was, as most humanoids assume all thri-kreen society likely is, run by a single monarch with several castes of those beneath them. Bigger, bulkier serving as guards or warriors. More lithe, agile as rangers or scouts, and those that were unusually small as those that'd study the ways of magic. Unlike humanoid races and their deities, most of her small society thought of their queen as their deity, but with no great power to their name the populace capable of it picked up druidic magic, or studied magic pilfered and studied from mages that got lost in the woods and stumbled upon their home, then immediately resorted to violence upon seeing the monsterous race.
Cereza herself gleaned her name from studying such tomes, though a less magical one with odd illustrations of different types of humanoids.
Initially, the small colony didn't hinder humanoids with it's foraging habits, but as more and more came to settle the area eventually mercs were hired to drive them away, making the tribe from then on nomadic, though only after losing quite a few of their numbers in defense of their original home, with the survivers seeking to find sanctuary for themselves.
Refreshed a character from a canceled campaign for this! Been wanting to play in a CoS campaign for a while now.
Name/Sheet: Narisoa "Nari" Aecaryn
Race: Summer Eladrin
Class: Draconic Bloodline Sorcerer
Backstory: See spoiler!
As a young adult Eladrin, Narisoa has ventured quite a bit of the world. Born to Elven parents that she scarcely remembers, much of Nari's childhood is bathed in the hazy gold glow of a dragon's flame. Though she does not know if a dragon had to do with her parents' early disappearance from her life, or if her draconic powers came from such a connection, she swears that the flames of her memories felt like more of a warm hug rather than a searing burn.
Traveling into distant towns starting from a very young age, Nari has long grown unaffected by the whisperings that follow her. The shimmer of golden scales across her face has always drawn attention, yet she remains undeterred in the face of the public. If anything, the natural attention only spurred on Narisoa's knack for entertaining. She eventually finds her home in the Goldenfields of Faerûn, basking in the warmth of the farm-side sun. With the help of an elderly lady also residing in the Goldenfields, Nari was quickly able to pick up the cheerful tunes of the pan flute. Her first was simply a few chopped bamboo shoots, bound by a ragged strip of gray fabric. She has since found a much more expertly crafted pan flute, polished honey-brown wood bound with a strip of silky red cloth. Never one to stay in one place for too long, Nari frequently ventures to nearby towns, playing a soft tune and carrying a vague scent of smoke wherever she goes.
Noire Havensong | Harengon Archfey Warlock 6/Lore Bard 4 | Westmarch - Guild of the Phoenix (Discord)
Tanatari Crelieu | Kalashtar Druid 2 | Damian_May's Sleeping Gods
Jynx Starrkeep | Changling GOO Warlock 2 | Astien's Tyranny of Dragons
DM | Eberron Eternal (Discord)
Sounds fun ! I'd like to join with June Morningbreeze:
Race: Wood Elf
Class: Ranger
Backstory (see spoiler):
June lives alone in a dark green forest, secluded from people. He spends his days hunting and selling meat at the local market nearest from his hut. His mother taught him how to handle money and how to negotiate. His father how to survive, hunt and escort important people and items. Unfortunately, his parents disappeared when he was young. Some say he's the best hunter in the area and is known and trusted by most people. June lives a simple life, in a small hut with a built-in fire place. He sleeps on the floor surrounded by countless books, his only vice, dreaming about discovering new places. He may be only 27 years-old, but is already fluent in multiple languages. His closest "friend", the person he occasionally talks to, is Laila the local markets fruiterer. She's surrounded by an evil aura, but he likes dangerous girls.
Hey there - this looks great:)
I have a character kicking around who fits the bill.
Name: Whirys Múzzar
Race: Owlin
Class: Rogue (Arcane Trickster, when the road forks)
Whirys Muzzár is a Julkounian gambler and failing merchant of ambiguous morals. Abandoned as a chick, he was rescued and espoused by an elderly Drow who earned coin as a local magician, and was apprenticed into the trade. His mentor's murder rattled young Whyris and, despite his best efforts, saw him lapse from earning a respectable keep into gambling time and time again. Now at a particularly bad period in his career, he seeks any excuse to leave Julkoun once and for all... could this be it?
Hi there! I'm a Christian musician based in Canada :)
Very nice artwork. Did you create it or borrow it?
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Bowshot, a small hamlet by the Trade Way, has a small inn named 'Bowshot Inn'. Due to its proximity to the famous Way Inn, the inn didn't see a large amount of visitors, but it was active enough for the guild that owned it to keep it and even send one of their newer members there to gain experience. The new innkeeper, a young woman named Emma, had actually been born in Bowshot, and therefore was an easy pick when the guild searched for a new innkeeper among their agents. She had barely finished training as a chef in Waterdeep when she was sent back, but there's no better training than actual work.
While working as a fresh innkeeper, Emma met a charming man who was likewise interested in her. It took only a few months before the two were eventually united in marriage. Happiness was short-lived though. Her husband turned out to be an abusing husband, and even while she still loved him, Emma was miserable. Even when people found out about what happened, nobody did anything, because Emma asked them not to intervene. She had foolishly held onto the belief this "phase" will pass, and their relationship will be fixed by time.
One cannot suffer endlessly, though. One evening, Emma's husband, drunk, barged into her kitchen while she was working and started beating her. This wasn't the first time something like that happens, but this time, Emma snapped. Her trapped rage went loose, and she acted on survival instincts alone. When she came to, Emma found her chef's knife - a long and sharp knife - deep within her husband's bloodied chest, his body lying lifeless on the kitchen floor.
Nobody would blame Emma, of course, as everyone in Bowshot were aware of their situation, but that did not help Emma. She blamed herself, and despite everything, believed she was the one in the wrong. She shut herself in at first, but wherever she looked, she'd see things that reminded her of her late husband. Eventually, she just had to leave Bowshot to escape the memories. Anywhere else. Anywhere else is good.
Character Sheet (background is Guild Merchant, since I suppose you can't see).
Starting wealth: 6*10.
Varielky
Found it on the web. It is pretty neat :)
Hi there! I'm a Christian musician based in Canada :)
Many great characters so far.
Not seen any questions from anyone, yet. If you do have questions, please feel free to ask.
For now, please continue to create characters.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Hey i’d love to maybe be able to join!
Trevor Moutianstride (Human variant. Sorcerer droconic bloodline. Hometown Waterdeep)
Trevor was orphaned long before he could even walk, his parents died in a mysterious fire that only he, a baby of 6 months survived. He was put into an orphanage and eventually adopted by a dwarven couple. They raised him well, and he trained under his mother to be a blacksmith. At around age 13 they realized Trevor had an innate magic ability, one tied to red dragons. He only really used his magic at the fore to help him keep the fires lit, but on more than one occasion he has had to fight off thieves. When he turned 19 his parents insisted he travel and go on an adventure ‘‘You’re far too young to spend your whole life slaving away at the forge for the guild, go live your life and make great memories!’’ they told him before he left. Trevor has now been traveling for 3 years now and finds himself in Barovia.
I'd love to join! i have a character idea that's been brewing for a while -
Name: Vice
Race: Half-Elf (Shadar-Kai)
Class: Ranger (Subclass undecided; possibly Gloom Stalker/Fey Wonderer)
Backstory:
Vice never really knew his mother, a Shadar-kai who managed to escape the clutches of the Raven Queen. A memory haunts him every new moon of what he assumes is her departure - a window to a world where the dark consumes. He remembers fingers gripping the windowsill and then a voice but the words are still meaningless.
He and his father lived in the town of Daggerford. His father never talks of her, though Vice barely sees him as it is. Gone on jobs for sometimes months at a time, Vice was left to raise himself. And he did a terrible job at it.
The money his father left never went to clothing himself, feeding himself, or keeping the house in good repair. It went to parties, pranks, and any illicit substance he could get his hands on. Usually, those things came together in unknowable consequences, leading to mass hallucinations, graffitied homes, or on one occasion, an accidental explosion of the manure pasture on the edge of town.
His little group of anarchist friends didn't help. They encouraged Vice, egging him on. They talked him into take responsibility for these wild acts and to enact their visions and bouts of minor tyranny. In truth, Vice had a massive crush on their ringleader, Yrene. He could not force down the desire of seeing that approval on her face. He was sure he would’ve died on the spot if he saw her smile at him, though she never did.
Finally, the town had had enough. They saw Vice as the leader and troublemaker. They saw a glimpse of the Shadowfell in him and they were frightened. So, they ran him out of town. Even if they could bear his heritage, they couldn’t bear his rebellious acts.
Vice took the sudden homelessness as a sign. Settling down was not his style. He did not need a place where someone could leave again. He would do the leaving.
Vice was caught pickpocketing an elven man at the Perilous Point Travelling Circus, touring through Waterdeep. But as he was being brought to the ringmaster, a stampede of circus animals burst from the main tent. Vice sprung into action, instinct driving him forward. He managed to calm two horses and a waylaid monkey before the chaos settled.
The ringmaster saw potential in Vice and offered him a position to train as an animal tamer. Vice took it, needing the money to cover his debts (and run away from them) but it was also a middle finger to regular life. He didn’t care for most people, but the only ones he was good with were the children. He offered them smiles and joy, things he did not have when he was their age.
Life was tense but it was also free. The general hectic nature of his life kept the darkness at bay. There were no windows where his past could grab him and pull him into the void.
… or is there?
(Picture borrowed from web)
Name: Star-Sets-In-The-East (Star)
Race: Tabaxi
Class: Bard
Backstory:
Star was named for an incredible event that occurred the night of his birth. A star appeared in the sky, blazed a trail against its sister stars all heading gradually westward, and fell down past the eastern horizon. These signs were not to be taken lightly, and so he was named accordingly.
As he grew, the name felt more like a calling than a simple identity. When he was very young he talked of going to find the star and bring it back. When he was older, the talk turned to simply seeing what lay across the ocean. Travellers to their lands came from the east, from a place called Fay-roon. It sounded exciting.
His family were entertainers, storytellers, keepers of the tribe's history. It frustrated Star that though so many of their stories were about great adventures and seeing amazing new places, none in his tribe wanted to leave their village, and encouraged him to stay too. But the longer he stayed, the sadder he became, until one day as he sat on a branch gazing away to the east, his parents climbed up to him. The gave him their blessing, on the condition that he return one day to pass on new stories, perhaps even ones of his own adventures. Before he left, his father passed him a great heirloom, a flute that had been in their family for generations. So he made the long journey east.
Currently he is in a town called Secomber. It's quiet here, and reminds him a little of home. People here live an easy life, though many pass through who seek adventure. So far though, he has yet to experience any true adventures of his own.
DM - Storm King's Thunder
DM - Torosevia (WIP homebrew world)
Kelytha Meliamne - Matti Silverstorm - Silver - Star-Setting-In-The-East - Tor Baltos
Name:Jaydove
Race:Stout Halfling
Class:Rogue
strength:8 Dexterity:16 Constitution:14 Intelligence:12 Wisdom:15 Charisma:10
Backstory:
At a young age he was abandoned, by my parents, he was left to fend for myself, and he had to steal to make a living. His most prized possession, is a gold ring left over from his dad, but one day , it was stolen, and he has been trying to steal it back for a long time.
Character sheet link:https://www.dndbeyond.com/characters/84420813
Oh yeah, and he is from waterdeep