Hello everyone. As the title says I am recruiting for a long-term ToA campaign that may span a year or more. What I am looking for are players that are into Role Play. If you are a combat oriented player don't bother it won't be for you. I'm looking for people that love to roleplay and want to make this a rich, engrossing adventure for everyone to enjoy. We won't be starting this campaign until mid-July when I get back from summer vacation so if that is too long a time from now don't bother applying.
I'm looking for characters that are well thought out and I will be looking at what you did in Chult that last two days. I'm looking for Role Players so if you give a basic 3-4 sentence answer to backstory and what you've been doing in Chult you most likely won't get picked.
One thing about this adventure. There WILL be a lot of combat. It's not just a RP campaign. I want to emphasize that. But I want rp'ers to be playing it. I want people to be writing descriptive posts not just I swing my sword. Or just type text for dialogue without anything else.
I have all the books to make every character class and race. We will use Only official classes. We will be using the Standard array to make characters. If you ask any other method I will just ignore your request and you won't be in the campaign. If you ask for any other class I will ignore you and you won't be in the campaign.
Characters need to be COMPLETE if you are picked. Personality traits, flaws etc... You need to run your characters using what you wrote not doing stuff completely different from your ideals and motives, flaws and personality etc.
About me: I've been dm'ing for almost 30 years now and love to do it. I am currently running a ToA on here and the players seem to love my dm style. I invite you to go look through the adventure and see if you're interested in my style before you apply.
Edit: just a heads up. There will probably be many deaths so you might be using multiple characters after your original died. If that's not okay don't bother applying. The last group I have has had 11 deaths so far but they are all having fun still and jump right back in.
What to expect from me: I work overnights and I live in the EST time zone. I am always online 8-10:30ish am and that is when I do my main post. I am online again sometime in the afternoon and usually get to post replies and such.
The game will mostly be run here in PbP format. I do have a discord server and will have an In Character channel for people to have conversations and such and I will also be able to post quicker replies using that. I do post overnight at times during work but that would be in the discord.
I am a fair Dm and allow players a lot of leeway when they wish to do things.
What I expect from you: To be able to post at least once a day. If you can't commit to that don't bother trying to join. Into RP not hack and slash. I want this to be an enjoyable experience for all and one that tells a good story. There will be plenty of combat and a lot of deaths but the story is the main thing. You will be starting at level 2 and working your way up to whatever level you get to.
What I want from you: Your characters will have just arrived in Chult by boat and have a meeting with one of the Merchant Princes to find out why you were invited here. You've been in Port for two days time now and your meeting is tomorrow.
Character Name:
Class:
Backstory:
What you have done in Chult for the last two days:
Interesting. Starting at level 1? Relevant to know in regards to potential backgrounds.
And content sharing will be a thing? Because otherwise I only have the basic D&D beyond package to work with. Not that this will be too great a problem (limitations breed creativity) but it does cut off interesting perspectives.
Backstory: Still as young Moon Elf - though she still is, Naivara often had a little trouble feeling like she fit in with her family. Her family was a bit too intent on perfection and Naivara fell short of that, still a rather small child, she confided in her uncle Paelias who everyone trusted as he gave good advice and seemed to care for everyone. Her slight complaints and worries had been a perfect opportunity for her uncle to use her. With a simple spell, he charmed her and when she was released from the hold of the spell, she found her parents, her twin and anyone else within the household at the time dead. Their blood were on her hands and she could barely recall a single thing, despite the nagging suspicion that her uncle had caused her to do this somehow. Quickly, she fled the scene and worked her way into trying to attain a normal life, her older brother Riardon, his daughter Eryn and her best friend Adrian the few who know of what happened that very night. Her only way of coping had been through their care and trust in that she had been used by her uncle to do such a thing. Despite the help she received after that, she was, and still is, plagued by nightmares and her very fragmented memories of that night. Some pieces she is still trying to put together, however, when a new memory comes to mind it causes quite a bit of pain.
What you have been doing in Chult for the past two days: For the past two days, Naivara has been going around. Listening to any rumors and going around, sometimes asking someone if they knew a Paelias Liadon, although the chance being unlikely, she tries to find out something while in Chult.
Interesting. Starting at level 1? Relevant to know in regards to potential backgrounds.
And content sharing will be a thing? Because otherwise I only have the basic D&D beyond package to work with. Not that this will be too great a problem (limitations breed creativity) but it does cut off interesting perspectives.
Backstory: Some people make pacts with a devil to gain power. Others are touched in their madness by entities mortals were not meant to witness. And then there is Tyrgram: a most ordinary fellow, the kind of person one would not spare a second glance if one were to pass him by on the street, not helped in the least that Humans already tend to not stand out against a crowd. For the most part, this was fine. No one bothered Tyrgram and he bothered no one. But like so many of his age, Tyrgram began to yearn for something more from his life. To lift the dull and drab veil off of ordinary life and be propelled into a story where each new chapter promises new and exciting ventures. Oh, to be one of those heroes, those knights, from those fancy tales or colourful books: to laugh in the face of danger, to slay the evil threatening the land and to steal a kiss from the princess at the end of it all. Alas, dreams are but dreams and the push and pull of life does not stop for a single moment.
Until one day, after a night of drinking and a flight of fancy, Tyrgram decided to take the scenic route back home and, upon entering the forest, became undeniably lost. Not to be deterred by such a predicament, Tyrgram trudged onwards to the light in the distance, certain that it was the light hanging from his porch, not noticing that he was walking away from the road and deeper into the forest. He came upon a clearing where the most wonderful sight unfolded before his eyes: a woman... nay, a lady dressed in garments of green, brown and gold was seated at a low table bearing a most spectacular feast. Seated around her were forest fauna of varied kind and around her head fluttered butterflies and moths of deep, rich colours. Entranced by such a lovely image, Tyrgram stumbled face first into the clearing, scaring away most of the animals and profoundly attempting to apologise with his mouth full of grass. On her part, the lady seemed equally lost as to what to do with this unexpected visitor until common courtesy kicked in and she graciously invited Tyrgram to join her at the table, for food always tastes better when shared. The two spent a pleasant evening in each others company, until the sun began to rise and Tyrgram found himself awake in the clearing with nothing or no one around him. That is to say, nothing but a crystalised butterfly delicately laying on his chest.
For unbeknownst to both parties, under the ancient laws of mortals and fey, the lady and Tyrgram have entered into a pact with each other, emboldening one to serve as a champion for the other. On his part, Tyrgram mistook the encounter as a religous experience and has since dubbed himself Sir Tyrgram the Butterfly Knight in reference to the myriad of butterflies on said meeting. On her part, the lady is both delighted and confused: for she is happy to have a champion, for not many of the fey can boast to having one, but due to her young age (in terms of archfey at least), she is uncertain on how to deal with one. Thus both are at a loss on how to handle the situation but both Tyrgram and the lady are doing their best with what they have.
TL;DR classic knight-errant with a mistaken case of identity
What you have done in Chult for the last two days: Chult being a completely new land and experience, Tyrgram has spent most of his time sampling the local cuisine and drinks. His main pastime so far however has been the dinosaur races. He has won and lost a little bit of coin with some minor gambling but giant lizards thundering through the streets at breakneck velocities while decked out in colourful clothing and accessories? It's enough to reduce Tyrgram back to boyish cheer and wonder.
EDIT: so you can't type butterfly on account of the word butt in the spelling? Well, that kind of ruins/put a damper on this entire character idea...
Backstory: Most kobolds live under the tyranny of cruel chromatic dragons. Fortunately, Meepo's tribe wasn't one of them. Hailing from the southern corner of Faerun called the Calim Desert, the nomadic Dustweeper tribe roams the sandy dunes in search for food and shelter from the spontaneous formations of sandstorms and dust devils, and the incessant attacks from giant purple worms.
Tired of being dictated on where to go by the weather, Meepo decided to leave the tribe in search for greener pastures. Using the knowledge he gained from his nomadic lifestyle, he reached the city of Memnon.
Seeing for the first time large hauls of crates containing seafood, he accidentally stowed into a fishing vessel towards Chult while looking at them with amazement from his eyes. Locked inside the storage compartment of the ship for the duration of the travel, Meepo ate everything his eyes laid upon.
It wasn't long enough when the sailors found him sleeping in stacks of half-eaten rotten fish and empty clams. He begged and cried until their ears bleed and convinced the sailors to let him earn the gold needed for the food he ate.
What have you done in Chult for the last few days: With not enough coins to present to the sailors, Meepo decided to loiter the streets of Chult asking for alms while also looking for a profitable job.
Backstory: Zubeki grew up in a household of fabrics; his mother was a prosperous textile merchant and was his father a skilled tailor. He often marveled at the fine garments that we're often being crafted in his home, and soon took up the needle and thread. Zubeki's most favorite visitor to his homestead was an older gnomish woman who always wore the most brilliant blue outfits, but always paired it with a hideous conical leather hat. Zubeki always was curious why she wore such an unfashionable item when she usually dressed in such elegant manners. When the gnome commissioned a new hooded cape and had to remove the hat for measurements, Zubeki took his chance to inspect it closer. The leather was dry and stiff but felt sturdy in his hands. It was when he peered into the hat did he find anything unique, a pair of red glowing eyes. Startled, Zubeki dropped the hat, which clattered loudly on the floor, spilling out gold, a sword, and many scrolls. Slowly, a copper-colored python slithered out of the hat and coiled around the treasure as if they were a miniature dragon. All of this was followed a cackling laugh of the gnome and the beginning of Zubeki's relationship with his future mentor, the gnomish wizard Kelikosika.
After three years of traveling and learning, Kelikosika had to part ways from Zubeki. "It's for a task far too dangerous for my favorite pupil.", she explained, knowing that this excuse would not satisfy Zubeki. "I will return in one year's time, meet me at your parent's shop, and we shall start our lessons again."
The next time Zubeki saw his master was at her funeral. The small coffin was as decorated and elegant as she once was. "It was a single arrow that killed her." Zubeki grumbled, "She could bend space and rend time, but it was an arrow piercing her that killed my teacher." He was furious, he was upset, but most of all he felt guilt. Guilt that he wasn't stubborn enough to make her bring him. He could have saved her, he could have cast something to guard her. He was still a novice, but he hadn't stopped studying while she was on her sabbatical. But without her guidance, Zubeki slowly gave up on his growth in the arcane and instead focused on continuing his family’s trade.
A young man now, Zubeki has brought his parent's shop to Waterdeep. The Gauffer name is spreading in noble circles as an eccentric tailor and dressmaker, who does double the work in half the time. Unbeknownst to them a little mending and prestidigitation really help in the process of fixing and cleaning cloth, and just a bit of magic makes his dresses stand out a little bit more in the windowsills. He still often thinks about Kelikosika, and if there is something he could do now to help those who put themselves in danger when armor is not an option. Maybe one day he’ll find a way to craft a garment, enchanted with magic, to protect its wearer without being too bulky to perform somatically and of course, be fashionable.
What have you done in Chult for the last few days: Zubeki has been spending the last two days nearly harassing the local merchants over the quality and the price of cloths, silks, and leathers. He is making major assumptions that he has been summoned to Chult for his skills as a designer, and is worried that he might not find the right materials to satisfy the Merchant Prince. If he wasn't drowning in the anxiety of the meeting, he would be taking in and studying all the new sights and sounds and creatures. Especially the creatures that could produce new hides for magical garments.
Vrakvroth Esstyrlynn stood before the elders and took the oath of devotion. Swearing to the Ptarian Code, Vrak swore to uphold the virtues of the order, to be pure of heart and deed, help each other and protect the "lesser races", and would strive to convert their foes instead of killing them. Violence was used only as a last resort. When it was finished he knelt and Azhaq, leader of the Talons of Justice, put the amulet of Bahamut around his neck. Azhaq spoke "Rise Paladin Vrakvroth Esstyrlynn and welcome to full membership in the order."
When he was 15 Vrak had entered into training with the Talons of Justice. His father's standing in the clan had gained him entry. His own strength of character has kept him there. The training was tough, nothing less for the Dragonborn and for Balumet. Within a few years it was obvious where his path within the order lay. His strength of character and determination found him with the paladins, training and learning. His devotion to good made him a model student and his devotion to his studies allowed him to excel. Martial training, studies and classes made him an able warrior.
Now at 25 he had finished his training. The oath of devotion made he was ready to do as the order willed. He was ready to face evil and destroy it.
What you have done in Chult for the last two days:
Vrak had been called to the Lord Llimark's office. "We have a task for you Vrakvroth. A message from a merchant prince in Chult has reached us and is requesting aid. Go to the island and lend the Talons aid in smiting whatever evil befalls the prince. Go to the quartermaster, your commissioned armor awaits you there. You will receive that which you will need for the journey. He was handed a pouch of gold, papers and letters of passage to the island by boat." Vrak gathered his belongings and made ready for the journey. Excitement and pride filled him as he left for his first official duty for the Talons of Justice.
When the boat docked Vrak gathered his gear and made his way into the city. There papers he received prior to leaving told him to got to the Wellspring Inn and tavern, in the Market Ward, where a room had been arranged for him. He was to stay there until his meeting two days hence.
Making his way through the streets he took in the sights and the sounds of the city. He stopped and asked direction from a old woman selling fruit from a cart. Passing the needed coin he bought some fruit and then asked directions. The woman seemed taken aback by his appearance, but why not he towered at least 2 feet in height over her. But Vrak was used to that. The Dragonborn had to be. She told him how to get to the inn. He stood speaking with her for a few minutes asking simple questions about the city and the land around it. He learned of the Red Bazaar and made a metal note to visit it the next day. His gentle speech and courteous manner soon put her at ease.
He thanked her for her time and made his way easily to the inn. The day had been long but the first part of his journey was completed. He had made it to the island safely. He settled into the room, comfortable and clean. He had another full day before his meeting. He will settle in for the night and tomorrow would do some exploring, getting to know the city a bit and seeing what he could learn of the island and its inhabitants.
That first night he went to the common room and sat at a table. He played a few rounds of dice with a couple of what appeared to be wealthy merchants. They played fairly and he was given the chance to ask about the city and the island. He learned that the harbormaster of Port Nyanzaru was half-dragon named Zindar. He would try to find him. He was not aware that others of his people lived on this island. Retiring early, Vrak prepared for his first full day on the island.
The following day he spoke to the proprietor of the inn, a human named Michael. He quickly learned of the few temples in the city and decided to forgo a visit to any of the them at that time. He did receive a recommendation to a smithy as well as a place to resupply, both located within the Market Ward. His equipment would need to be kept up, but that was not yet needed. The Talons had provided him with plenty of gold to keep him supplied. He spent the bulk of the day in the Market Ward, but did wander into the Merchant's Ward. His bearing, armor and demeanor allowed him passage. He certainly was no beggar that did not belong. On the way back he stopped in the Harbor Ward and asked about Zindar but was unable to meet with him. A message would be passed along. He then returned to the Market Ward and made his way back to the Wellspring Inn.
On his way back he had his first adventure. He had stopped at a small booth near the gate that led to what he had heard was called Malar's Throat. He bought some dried meat from the merchant. While standing outside the booth he noticed a somewhat dirty young child make his way to the booth, trying to hide behind some other patron's. Quick as could be a hand shot out and the child grabbed some meat and raced away, straight past Vrak. Vrak reached out and quickly grabbed the child by the back of his neck and stopped him short. The child began to whimper and cry.
"Surely thievery is not permitted in the port, what say you child?"
The child looked up at him, "I am sorry sir, I am hungry, I haven't eaten yet today and the sun goes down soon. Please let me go."
Vrak took pity on the child. "I will not call the city guard, but we must make this right. Come with me."
Vrak escorted the child back to the merchant's booth and called the owner out. "This child has taken what belongs to you. He wishes to apologize, and if he does so I will pay for what he has taken." Vrak looked down at the child, his expression left no room for the child to disobey.
The owner complained "These kids steal all of the time, I will call the guard myself."
Vrak quickly dissuaded the man. "I have told the child I will pay his debt if he apologize's and I will not turn him over to the guard, I have given my word. I will pay for the meat."
The owner accepted this, persuaded by the honor of the paladin's request. Vrak nudged the forward. "Speak child'"
"I am sorry sir, I stole from you, it won't happen again, I promise." The words spilling out of his mouth.
Vrak looked down at the child, "There, that was not so bad was it?" As soon as his grip on the child was released the child hesitated only for a moment and then quickly moved away and disappeared into the crowd. Vrak paid the merchant for the stolen meat and then continued on his way.
In the evening he would spend some more time in the common room. Perhaps he could learn something of this merchant prince and why the Talons of Justice's aid had been requested. Perhaps rumors of trouble would be learned. Tomorrow was the meeting he was sent to attend...
Backstory: No one knew exactly where the young tiefling came from, but one day he was just there. In the beginning Jirani slept in the outskirts of the village, foraging on what he could find off the land. It wasn't much, but it kept him fed enough to not constantly feel the nagging pain of hunger. Eventually some of the villagers started noticing. First it was the farmers, who saw a bronze figure resting with their cattle. Jirani did so for the company and warmth. Filled with unease that they had failed to sense an intruder for so long, the farmers were ready to drive the young boy out - if only to protect their pride, not wanting to admit such a failure. But the tiefling had a way with words, and he convinced them that he could be of use. That's how his quest to gain the villagers' trust began. First he worked at the farms, and in return he got a roof over his head and food to eat. Eventually his tasks allowed him to branch out, sometimes delivering a handful of carefully collected crops to the inn, or run similar errands that let him get to know the rest of the people in the village. By the age of fifteen Jirani had found a home in the villagers' collectively open arms. Now that he didn't have to do odd jobs just to get by, he found himself spending a lot of afternoons in the tavern - entertaining the guests. It was there that he learned how to play the instruments that would bring out the best of his voice, and so the bronze tiefling practiced his performance.
One day a group of traveling entertainers found their way to the tiny village, and although their stay was short that didn't diminish the impact they had on Jirani. Certainly he showed promise, but what consequentially led to the group's decision to bring him along was his desperate pleas and promises of all sorts of favors. He didn't dislike living in the village, he could with certainty call all of the people in it if family, but the tiefling had also come to realize that he had outgrown it. He had 'bigger fishes to fry', as the barmaid so eloquently put it. With a parting gift in the form of a very beautiful viol, he left the village to try his luck in the big, wide world. Life on the road was a roller coaster, but Jirani loved the ride. The first thing they gave him was a rapier, and he learned how to defend both himself and his crew very early on. Bust mostly he just sang, often and with passion. Whenever they had outstayed their welcome, he was the one to soothe the masses with charm and well-chosen words, to make sure they didn't leave the town with too bad of a public opinion - that way it'd be easier for them to return again without hard feelings.
He was the lover of the group. Drawn by pretty faces and beautiful things, Jirani did get himself into his fair share of trouble, too. Usually he managed to get out of it unscathed with his charm alone, but the times he didn't usually ended in the crew busting him out and heading for the road as quickly as possible. They got to see a lot of places, meet a lot of people and eat a wide variety of food. It was an uncertain, but good, life. For a tiefling that had grown up in the most remote of villages, it was magical. The traveling group didn't know it to begin with, but when they reached their biggest city yet they would end up staying indefinitely. The reception they got was beyond expected, and despite the respective quirks and flaws of the crew none of them made such a big ass of themselves that they had to leave in a hurry. On the contrary. Their performance got great reviews and eventually they got cast as the main act in a very popular tavern. The pay was excellent and the company was great, so that they chose to stay would be seen as a given.
What you have done in Chult for the last two days: While used to the traveling life, Jirani hadn't left the city he now called him in a few years - so the excitement to visit a new place literally showed in his glimmering eyes. Unfortunately that would also explain his sudden inattentiveness. After a, according to him, very splendid night (and the day leading up to it) at the local tavern the tiefling had rented a room at the inn and decided to retire - only to find that his most precious item, the parting gift from when he left the village, had been stolen. Admittedly he returned to the tavern to look, but it would soon be obvious that he hadn't simply forgotten it by his seat when he left. What he had planned to be a good night's sleep turned into a night on the streets, trying to charm his way from one person to another in order to collect any and all gossip that could potentially lead him to the culprit. With no luck. When the sun rose he had still not slept, but that viol had always been more important than his own life, so Jirani continued. He dedicated the entire day to running any and all small errands for whoever needed it, in exchange for some information. He did learn quite a lot, but nothing that could help him with this particular problem. Down on his luck, the bronze tiefling returned to the place of the crime when evening came. Instead of socializing he got up on stage and did what he did best: entertain. While doing so he kept close eye on everyone, quite desperate to find what had been lost or, in this case, stolen. The night ended with no reward, and Jirani had to admit defeat when he returned to his room at the inn and crashed in his bed. Admittedly he had been fairly preoccupied with his search, so the last thought that ran through his head before he black out was something along the lines of, 'oh shit, I'm meeting the merchant prince tomorrow'.
Life was peaceful in Solumia's Rest. While on the rare occasion the forest caretaker's broke routine to guide a lost soul, act as mediators for deals between the fair folk, or ward off the Feywild's less than kindly folk, few things broke the peace long enough to overly concern them for long. Or for that matter, did anyone wish to break tradition, and leave for that matter. None... except the one.
As much as the peculiar caretaker enjoyed conversing with both plant and animals alike, or spending days at rest beneath the thick canopy of trees that made even the giant-kin but ants, something ever nagged the poor fellow since youth. And while the more druidic focus of his people held great import for the land they called home, he noticed over time this made them insular to a degree, and thus frankly less than the charitable and good folk they are supposed to be. In time these grumblings and more reached the ears of his parents, and by extension the rest of the clan, resulting in its members coming together as per tradition to solve the issue.
At the tender age of eighty-five, the disturbed Firbolg was tasked with leaving the homestead to learn and collect "proof". Proof of what exactly was never clarified. But then, that had been part of the test and lesson underlying the task. Though nervous and a smidgen regretful, he held true to the "code", and the decision made by the "cast". He left on his journey with only the clothing on his back, the code etched atop mysterious hide, and a final gift of his parents in hand. By chance more than intent, the first leg of his journey led him to a small gathering of the clan's most hated foes; Fomoriians. And while he was no fool to think that he alone could best them all, he couldn't abandon their smaller humanoid captives to their fate.
Following a harrowing battle, the wandering and (at the time) heavily wounded Firbolg managed to escape holding onto one of the captives in his arms. He knew not how long he ran for, but by the time he stopped something was wrong with everything. The familiar titans that made up his home were no longer made up the surroundings, the air tasted duller, and colors weren't quite so vibrant. Confused as he was, he might've considered the risk of going back if not for his new charge coming around in time to direct him to her home.
At that incidental reminder of his goal, the Firbolg kept going into the strange new world without further complaint. This choice and those that followed it led not only to a much more lengthy stay in the Moonshae Isles, but also in the acquisition of a name and taking up the mantle of divine agent of Jannath (Chauntae on the mainland). Well, perhaps divine agent is a stretch. Yet, he did develop a certain kinship with one her priestess, the rescued captive halfling known as Volumanara, and so by extension that of the goddess. He would go on to nurture this faith over the years, but never fully forgot or abandoned reverence for nature itself. And ever the optimist in spite of the distracting wonders and hard times more often faced on the material plane, he came to be known as "Jolly".
In perhaps light of this he received a most curious portent. The inkling that guided him to this new life returned, urging him southward. Bemused but much more assured of himself now, Jolly in typical nonchalant fashion bid folk goodbye stating merely he'd be back before people knew it.
What you have done in Chult for the last two days:
Very, very, VERY unused to large scale civilization, Jolly spent the first day wandering the town in almost complete shock, purpose almost wholly forgotten in the wake of so much strange liveliness. Aside from the most guarded domains within the port, there are few places the firbolg would not happily wander in absent-minded following a unique individual or caravan pulled by the unique beasts that called Chult home. At least twice a member of the Saurian and Tortle's that occupy the port as similar beasts, and are thus subjected to the giant's extended attempts to track and commune in similar ways to those he knew back home. Thankfully, more amused than genuinely annoyed at the foreigners antics, the two direct him to one of the larger sources of genuine great reptiles: the dinosaur race course.
In their defense, none of them believed anything bad could come of it. However, they underestimated the firbolg, resulting at one point in quite a commotion in the form of his casual wandering onto to the track, and attempts to run down the brachiosaurs in hopes of continuing a pleasant 'conversation' from earlier in the beginning. This of course did not go so well. For in the wake of many laughter and boos, whatever amounted to the local security or militia eventually manage to wrestle him down long enough to declare that he would be under arrest for disrupting the event. Much to the disappointment of the officer in question, Jolly made no fuss about the ruling having expecting to continue his journey whenever Jannath needed to him, and thus spent the entire trip to lock up barraging his escorts with questions, if not worry them whenever he managed to slip away long enough to aid a passerby notably distraught along the way.
Even on the second day of being imprisoned, Jolly lost little of his enthusiasm. But in lieu of other distractions, he took the time to converse with a cellmate next door. He never saw the man in question, or even get much out of him. But ever the persistent one, he did work out at least one or two possible reason why the goddess had led him to the island, and by extension one of the so called Merchant Princes. Jolly would spend the remainder of the day and most of the night in deep meditation, banishing newfound regret in possibly upsetting the Prince's faith in him, and otherwise settling his spirit.
*Alternative:
Character Name: Sizan Sidrosin
Class: Bard
Backstory: A long, long time ago, a former adventurer turned Avowed of Candlekeep, Tabais Sidrosin, fell in love with a traveling bard, and in time was blessed with a son. It would not be for some number of years before he learned of the woman's true nature, and confronted her. The encounter turned deadly, but fortunately they both survived with the mother having running away; abandoning her son in the process. Although Tabais feared his son become a similar sort of monster as his mother, he did not cast out young Sizan. Instead, he chose to do everything in his power to prevent it to the point of being even a doting father.
This grated on Sizan, and often did he dream of escaping in search of his mother and the life that could've been. However, he never did. He was a bright kid to know that his current youth would prevent any success in a lasting escape. And two, well, though their time together only lasted his first six years of life, he garnered a great appreciation for storytelling and ancient tales from his mother bedside stories. And what better place to find stories than from the greatest source in all the land: his birthplace, Candlekeep.
For nearly two decades, Sizan devoted himself to his studies for an eventual of climbing the ranks within the Avowed. Due to his heritage, however, he was closely watched, and often guided away from pursuing more about his origins by the monks and priestly superiors. His father was chief among them. This did not truly bother him at first as the avowed were more than used to doing the same for questionable visitors, and thus quickly figured out his hunger for general knowledge often superseded immediate concerns. Still, his favored course pursuit placed him at odds with his peers often, and would've led to a really lonely childhood if not for three individuals; a female tiefling orphan that took the name Perfect and often claimed to be his rival, a male half-orc called Flint and best friend(and perfect's preferred bullied target), and an Aasimar Priestess of Oghma known as Domon that took on a motherly role for the three outcasts.
Alas, Sizan could only find so much solace among the legendary halls and close knit connection to Flint, Perfect, and Domon before deeply repressed longing for certain answers returned to the forefront. Logically, he knew with time the keep would yield some form of satisfactory answer. But, the feeling never abated. Thus, during his 26th year of life, Sizan began making plans for a journey. He blamed tymora and beshaba, goddesses of fortune and misfortune respectively, for complicating matters. Because in that very same year, news of a curse reached candlekeep. One supposedly engulfing the world. While this in itself was of interest but no immediate concern of Sizan, the fact that his father seemed to be afflicted by it did have an impact.
Now with the added burden of that on his mind, Sizan left with unintentional haste; leaving behind many an important scholarly items. By the time he realized this, it was too late to turn back. And truthfully, he no longer wished to upon discovering a letter hidden among his things, as well as a mysterious deed for a parcel of land in a realm unknown to him; a supposed "gift" left behind by his mother.
Conflicted, but nevertheless determined to ensure his father's survival if only to get answers later, Sizan continued to search for the curse's origins and a means to undo it; eventually over a month's time, acquiring the fleeting backing of an organization interested in ending the curse. With their aid, he was also able to secure passage to Chult. Whereby his desire to contribute more to the crew personally led to a number of embarrassing incidents the accidental discovery in possessing a talent and wealth of stories. While not exactly comfortable about entertaining others, Sizan gradually honed his talents to the point of becoming a competent minstrel. Unfortunately, in a moment of brilliance and emotional weakness, he made a fool of the captain with his story, resulting his being thrown overboard. Thankfully, he wasn't so far from his destination that swimming the rest of the way was impossible, and that at least someone on board was sympathetic enough to make sure the rest of his stuff made it at the docks.
What you have done in Chult for the last two days:
After spending the first few hours recovering from his initial ordeal through cantrips and meditative assessment of his possession, Sizan has spent the better part of the two days meticulously trying to get a feel for the conditions of the land, common inhabitants, major potential players, and general rumors; checking off any information previously compiled from the last month leading to coming to the island in the first place. Information was power, and he was determined to for once consciously pursue the path for the sake of increasing the success of his mission. Failure was not an option; especially given the fact that his life too was on the line.
With such in mind, Sizan took a tactical risk towards the end of the second day attempting to once again ply his limited skill as a minstrel at one of the local major hubs least likely to throw him out. This was as much a means of earning added coin to pay for a lengthy stay, as it was to begin gaining some small notoriety. After all, as an outsider it was better to be known for the trade and "passing" interest in collecting stories about Chult, then for being what he was. However, in his overall inexperience dealing with strangers, his efforts are met with short tidbits or abrupt ends to conversation. At the threat of being thrown out bodily through the window, he wisely settled for retiring early while he still had a place to rest.
I have a character that I am making and would love to join your campaign. I'm currently working on his backstory and trying to get some workable personality traits that match my idea for him. Once I get that together I will post the details and his current activities.
Volthero was not born into his currently life, he wasn't even born into that name. It was a meeting of fates that brought him and his path together. He was raised in his Hobgoblin legion and grew up with it's military lifestyle and structure. While his peers fell into line, Volthero was not so easily cowed. He had a cunning and patience that led him outside the box of his military structure. He did not see the straight line upward but more of skipping stones. While he never broke any rules or regulations, they rarely seemed to limit him. He had plans and resources waiting for the right opportunity. One such opportunity came that he had not planned for. The occasion came when his Legion was onset by a united army of humans from neighboring Kingdoms. A few skirmishes were all the warning they had of the advancing army. The Legion quickly found they preparations of a coming war woefully underwhelming. The tide of humans that pursued them outnumbered them 3 to 1 and no tactic was able to save them from destruction. In the final battle when their retreat was cut off by mounted knights, the Legion was destroyed.
This outcome had become clear to Volthero as the front lines clashed. He knew the men were seeking to wipe out this threat so surrender was a swift death. With his goal beyond his power, he pleaded for escape to those above his power. His plea was heard by Levistus who pulled him through the planes and deposited him back a few days after the war had end. He was now a servant of Levistus. His Legion was dead and so was he with them, his life was set anew and thus he was given the name Volthero.With no other path before him, he set out to do the will of his debtor. His mission is to gain power and influence to tip the scale against Geryon and cast him down, or to discover another means to do the same.
2 Days in Chult: For the two days Volthero has spent in Chult he has been acquainting himself with its underworld. He has been attempting to find and establish contacts that could provide bounties and information if his latest bid for a job falls thru. So far he has no work but is on friendly terms with a couple inn keeps that he has talked past their nature distrust of him. Beyond these roots he has made pains to maintain a low profile, with his experiences things are just easier when no one speaks about you.
Name: Terrance Almandine Appearance: Terrance is 6'5", grey of skin, similar to un-worked stone, with what looks like rocks protruding from his skin. His brown hair and burgundy eyes make it all the more clear he is a creature closely tied with Earth. When he flies into a Rage the rocks shake free their brown coloring and show the dark red/ rusty brown gems inlaid beneath. When not in a fit of rage, he is normally a gentle man with a different way of speaking (Inspired heavily by the "Horn Eaters" of the Stormlight Archive Series). Class: Barbarian (Going Path of the Ancestral Guardian) Background: Mercenary Veteran
Backstory: Terrance was raised by his mother among a Goliath (no one said genies couldn't mate with people other than humans) tribe in the mountains. Though he was as big as his sisters and brothers, Terrance certainly stood out. Being a born member of the clan, but not wholly from the clan, he had few options for positions in the tribe. He became a hunter. Food was always needed. With his ability to silence the very stone on which he walked paired with his intent ferocity was greatly appreciated for the bounty those things could reap. Life was good for a time. One day an old friend of the village chieftain came calling for a favor. Some expedition to repay a favor owed. Terrance was volunteered as he was the craftiest hunter in Clan Almandine, named so for the deposit of gems in their mountain that first attracted his father the Dao.
While traveling to meet with his ship to this new strange land Terrance took various Mercenary jobs to pay his way. A caravan guard duty one week. A day of tavern muscle work for a nights stay. Terrance would take any job that pitted his might against another. Be it man, beast, monster, or nature itself. Once on the ship he reveled in the games of chance and found he very much did enjoy this Gambling they taught him. Though he wasn't sure if he was good or not he was just in it for the thrill.
In Chult for 2 days: Once at port he had traveled the city looking for his patron. After a day with no success he instead found a much, much bigger game of chance. The Dinosaur races. Terrance was amazed, men on such beasts. And there was coin to wager?! Terrance was instantly addicted. Despite his honor and the honor of his clan, he only has spent half his days looking for this woman who called in a favor from his clan, the other half is spent betting coin and trying to figure out how to get on one of those beasts.
(OoC: This is an Almandine. Don't know how the DM feels about photo's but I'm taking the risk!)
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Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Hello everyone. As the title says I am recruiting for a long-term ToA campaign that may span a year or more. What I am looking for are players that are into Role Play. If you are a combat oriented player don't bother it won't be for you. I'm looking for people that love to roleplay and want to make this a rich, engrossing adventure for everyone to enjoy. We won't be starting this campaign until mid-July when I get back from summer vacation so if that is too long a time from now don't bother applying.
I'm looking for characters that are well thought out and I will be looking at what you did in Chult that last two days. I'm looking for Role Players so if you give a basic 3-4 sentence answer to backstory and what you've been doing in Chult you most likely won't get picked.
One thing about this adventure. There WILL be a lot of combat. It's not just a RP campaign. I want to emphasize that. But I want rp'ers to be playing it. I want people to be writing descriptive posts not just I swing my sword. Or just type text for dialogue without anything else.
I have all the books to make every character class and race. We will use Only official classes. We will be using the Standard array to make characters. If you ask any other method I will just ignore your request and you won't be in the campaign. If you ask for any other class I will ignore you and you won't be in the campaign.
Characters need to be COMPLETE if you are picked. Personality traits, flaws etc... You need to run your characters using what you wrote not doing stuff completely different from your ideals and motives, flaws and personality etc.
About me: I've been dm'ing for almost 30 years now and love to do it. I am currently running a ToA on here and the players seem to love my dm style. I invite you to go look through the adventure and see if you're interested in my style before you apply.
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/14881-tomb-of-annihilation
Edit: just a heads up. There will probably be many deaths so you might be using multiple characters after your original died. If that's not okay don't bother applying. The last group I have has had 11 deaths so far but they are all having fun still and jump right back in.
What I want from you: Your characters will have just arrived in Chult by boat and have a meeting with one of the Merchant Princes to find out why you were invited here. You've been in Port for two days time now and your meeting is tomorrow.
Character Name:
Class:
Backstory:
What you have done in Chult for the last two days:
DM Tomb of Annihilation X2
DM Curse of Strahd
Redleaf Moutain Dwarf Circle of land(Moutain) Druid
Interesting. Starting at level 1? Relevant to know in regards to potential backgrounds.
And content sharing will be a thing? Because otherwise I only have the basic D&D beyond package to work with. Not that this will be too great a problem (limitations breed creativity) but it does cut off interesting perspectives.
Timezone: GMT+2 = CET
William Brackwater: Human Fighter - The Windward Isles
Name: Naivara Liadon
Class: Barbarian
Backstory: Still as young Moon Elf - though she still is, Naivara often had a little trouble feeling like she fit in with her family. Her family was a bit too intent on perfection and Naivara fell short of that, still a rather small child, she confided in her uncle Paelias who everyone trusted as he gave good advice and seemed to care for everyone. Her slight complaints and worries had been a perfect opportunity for her uncle to use her. With a simple spell, he charmed her and when she was released from the hold of the spell, she found her parents, her twin and anyone else within the household at the time dead. Their blood were on her hands and she could barely recall a single thing, despite the nagging suspicion that her uncle had caused her to do this somehow. Quickly, she fled the scene and worked her way into trying to attain a normal life, her older brother Riardon, his daughter Eryn and her best friend Adrian the few who know of what happened that very night. Her only way of coping had been through their care and trust in that she had been used by her uncle to do such a thing. Despite the help she received after that, she was, and still is, plagued by nightmares and her very fragmented memories of that night. Some pieces she is still trying to put together, however, when a new memory comes to mind it causes quite a bit of pain.
What you have been doing in Chult for the past two days: For the past two days, Naivara has been going around. Listening to any rumors and going around, sometimes asking someone if they knew a Paelias Liadon, although the chance being unlikely, she tries to find out something while in Chult.
I answered all those questions in the post.
DM Tomb of Annihilation X2
DM Curse of Strahd
Redleaf Moutain Dwarf Circle of land(Moutain) Druid
Character Name: Sir Tyrgram the Butterfly Knight
Class: Warlock
Backstory: Some people make pacts with a devil to gain power. Others are touched in their madness by entities mortals were not meant to witness. And then there is Tyrgram: a most ordinary fellow, the kind of person one would not spare a second glance if one were to pass him by on the street, not helped in the least that Humans already tend to not stand out against a crowd. For the most part, this was fine. No one bothered Tyrgram and he bothered no one. But like so many of his age, Tyrgram began to yearn for something more from his life. To lift the dull and drab veil off of ordinary life and be propelled into a story where each new chapter promises new and exciting ventures. Oh, to be one of those heroes, those knights, from those fancy tales or colourful books: to laugh in the face of danger, to slay the evil threatening the land and to steal a kiss from the princess at the end of it all. Alas, dreams are but dreams and the push and pull of life does not stop for a single moment.
Until one day, after a night of drinking and a flight of fancy, Tyrgram decided to take the scenic route back home and, upon entering the forest, became undeniably lost. Not to be deterred by such a predicament, Tyrgram trudged onwards to the light in the distance, certain that it was the light hanging from his porch, not noticing that he was walking away from the road and deeper into the forest. He came upon a clearing where the most wonderful sight unfolded before his eyes: a woman... nay, a lady dressed in garments of green, brown and gold was seated at a low table bearing a most spectacular feast. Seated around her were forest fauna of varied kind and around her head fluttered butterflies and moths of deep, rich colours. Entranced by such a lovely image, Tyrgram stumbled face first into the clearing, scaring away most of the animals and profoundly attempting to apologise with his mouth full of grass. On her part, the lady seemed equally lost as to what to do with this unexpected visitor until common courtesy kicked in and she graciously invited Tyrgram to join her at the table, for food always tastes better when shared. The two spent a pleasant evening in each others company, until the sun began to rise and Tyrgram found himself awake in the clearing with nothing or no one around him. That is to say, nothing but a crystalised butterfly delicately laying on his chest.
For unbeknownst to both parties, under the ancient laws of mortals and fey, the lady and Tyrgram have entered into a pact with each other, emboldening one to serve as a champion for the other. On his part, Tyrgram mistook the encounter as a religous experience and has since dubbed himself Sir Tyrgram the Butterfly Knight in reference to the myriad of butterflies on said meeting. On her part, the lady is both delighted and confused: for she is happy to have a champion, for not many of the fey can boast to having one, but due to her young age (in terms of archfey at least), she is uncertain on how to deal with one. Thus both are at a loss on how to handle the situation but both Tyrgram and the lady are doing their best with what they have.
TL;DR classic knight-errant with a mistaken case of identity
What you have done in Chult for the last two days: Chult being a completely new land and experience, Tyrgram has spent most of his time sampling the local cuisine and drinks. His main pastime so far however has been the dinosaur races. He has won and lost a little bit of coin with some minor gambling but giant lizards thundering through the streets at breakneck velocities while decked out in colourful clothing and accessories? It's enough to reduce Tyrgram back to boyish cheer and wonder.
EDIT: so you can't type butterfly on account of the word butt in the spelling? Well, that kind of ruins/put a damper on this entire character idea...
William Brackwater: Human Fighter - The Windward Isles
Character Name: Meepo Dustsweeper
Class: Monk
Backstory: Most kobolds live under the tyranny of cruel chromatic dragons. Fortunately, Meepo's tribe wasn't one of them. Hailing from the southern corner of Faerun called the Calim Desert, the nomadic Dustweeper tribe roams the sandy dunes in search for food and shelter from the spontaneous formations of sandstorms and dust devils, and the incessant attacks from giant purple worms.
Tired of being dictated on where to go by the weather, Meepo decided to leave the tribe in search for greener pastures. Using the knowledge he gained from his nomadic lifestyle, he reached the city of Memnon.
Seeing for the first time large hauls of crates containing seafood, he accidentally stowed into a fishing vessel towards Chult while looking at them with amazement from his eyes. Locked inside the storage compartment of the ship for the duration of the travel, Meepo ate everything his eyes laid upon.
It wasn't long enough when the sailors found him sleeping in stacks of half-eaten rotten fish and empty clams. He begged and cried until their ears bleed and convinced the sailors to let him earn the gold needed for the food he ate.
What have you done in Chult for the last few days: With not enough coins to present to the sailors, Meepo decided to loiter the streets of Chult asking for alms while also looking for a profitable job.
Character Name: Zubeki Gauffer
Class: Wizard
Backstory: Zubeki grew up in a household of fabrics; his mother was a prosperous textile merchant and was his father a skilled tailor. He often marveled at the fine garments that we're often being crafted in his home, and soon took up the needle and thread. Zubeki's most favorite visitor to his homestead was an older gnomish woman who always wore the most brilliant blue outfits, but always paired it with a hideous conical leather hat. Zubeki always was curious why she wore such an unfashionable item when she usually dressed in such elegant manners. When the gnome commissioned a new hooded cape and had to remove the hat for measurements, Zubeki took his chance to inspect it closer. The leather was dry and stiff but felt sturdy in his hands. It was when he peered into the hat did he find anything unique, a pair of red glowing eyes. Startled, Zubeki dropped the hat, which clattered loudly on the floor, spilling out gold, a sword, and many scrolls. Slowly, a copper-colored python slithered out of the hat and coiled around the treasure as if they were a miniature dragon. All of this was followed a cackling laugh of the gnome and the beginning of Zubeki's relationship with his future mentor, the gnomish wizard Kelikosika.
After three years of traveling and learning, Kelikosika had to part ways from Zubeki. "It's for a task far too dangerous for my favorite pupil.", she explained, knowing that this excuse would not satisfy Zubeki. "I will return in one year's time, meet me at your parent's shop, and we shall start our lessons again."
The next time Zubeki saw his master was at her funeral. The small coffin was as decorated and elegant as she once was. "It was a single arrow that killed her." Zubeki grumbled, "She could bend space and rend time, but it was an arrow piercing her that killed my teacher." He was furious, he was upset, but most of all he felt guilt. Guilt that he wasn't stubborn enough to make her bring him. He could have saved her, he could have cast something to guard her. He was still a novice, but he hadn't stopped studying while she was on her sabbatical. But without her guidance, Zubeki slowly gave up on his growth in the arcane and instead focused on continuing his family’s trade.
A young man now, Zubeki has brought his parent's shop to Waterdeep. The Gauffer name is spreading in noble circles as an eccentric tailor and dressmaker, who does double the work in half the time. Unbeknownst to them a little mending and prestidigitation really help in the process of fixing and cleaning cloth, and just a bit of magic makes his dresses stand out a little bit more in the windowsills. He still often thinks about Kelikosika, and if there is something he could do now to help those who put themselves in danger when armor is not an option. Maybe one day he’ll find a way to craft a garment, enchanted with magic, to protect its wearer without being too bulky to perform somatically and of course, be fashionable.
What have you done in Chult for the last few days: Zubeki has been spending the last two days nearly harassing the local merchants over the quality and the price of cloths, silks, and leathers. He is making major assumptions that he has been summoned to Chult for his skills as a designer, and is worried that he might not find the right materials to satisfy the Merchant Prince. If he wasn't drowning in the anxiety of the meeting, he would be taking in and studying all the new sights and sounds and creatures. Especially the creatures that could produce new hides for magical garments.
Character Name: Vrakvroth Esstyrlynn
Class: Paladin
Backstory:
Vrakvroth Esstyrlynn stood before the elders and took the oath of devotion. Swearing to the Ptarian Code, Vrak swore to uphold the virtues of the order, to be pure of heart and deed, help each other and protect the "lesser races", and would strive to convert their foes instead of killing them. Violence was used only as a last resort. When it was finished he knelt and Azhaq, leader of the Talons of Justice, put the amulet of Bahamut around his neck. Azhaq spoke "Rise Paladin Vrakvroth Esstyrlynn and welcome to full membership in the order."
When he was 15 Vrak had entered into training with the Talons of Justice. His father's standing in the clan had gained him entry. His own strength of character has kept him there. The training was tough, nothing less for the Dragonborn and for Balumet. Within a few years it was obvious where his path within the order lay. His strength of character and determination found him with the paladins, training and learning. His devotion to good made him a model student and his devotion to his studies allowed him to excel. Martial training, studies and classes made him an able warrior.
Now at 25 he had finished his training. The oath of devotion made he was ready to do as the order willed. He was ready to face evil and destroy it.
What you have done in Chult for the last two days:
Vrak had been called to the Lord Llimark's office. "We have a task for you Vrakvroth. A message from a merchant prince in Chult has reached us and is requesting aid. Go to the island and lend the Talons aid in smiting whatever evil befalls the prince. Go to the quartermaster, your commissioned armor awaits you there. You will receive that which you will need for the journey. He was handed a pouch of gold, papers and letters of passage to the island by boat." Vrak gathered his belongings and made ready for the journey. Excitement and pride filled him as he left for his first official duty for the Talons of Justice.
When the boat docked Vrak gathered his gear and made his way into the city. There papers he received prior to leaving told him to got to the Wellspring Inn and tavern, in the Market Ward, where a room had been arranged for him. He was to stay there until his meeting two days hence.
Making his way through the streets he took in the sights and the sounds of the city. He stopped and asked direction from a old woman selling fruit from a cart. Passing the needed coin he bought some fruit and then asked directions. The woman seemed taken aback by his appearance, but why not he towered at least 2 feet in height over her. But Vrak was used to that. The Dragonborn had to be. She told him how to get to the inn. He stood speaking with her for a few minutes asking simple questions about the city and the land around it. He learned of the Red Bazaar and made a metal note to visit it the next day. His gentle speech and courteous manner soon put her at ease.
He thanked her for her time and made his way easily to the inn. The day had been long but the first part of his journey was completed. He had made it to the island safely. He settled into the room, comfortable and clean. He had another full day before his meeting. He will settle in for the night and tomorrow would do some exploring, getting to know the city a bit and seeing what he could learn of the island and its inhabitants.
That first night he went to the common room and sat at a table. He played a few rounds of dice with a couple of what appeared to be wealthy merchants. They played fairly and he was given the chance to ask about the city and the island. He learned that the harbormaster of Port Nyanzaru was half-dragon named Zindar. He would try to find him. He was not aware that others of his people lived on this island. Retiring early, Vrak prepared for his first full day on the island.
The following day he spoke to the proprietor of the inn, a human named Michael. He quickly learned of the few temples in the city and decided to forgo a visit to any of the them at that time. He did receive a recommendation to a smithy as well as a place to resupply, both located within the Market Ward. His equipment would need to be kept up, but that was not yet needed. The Talons had provided him with plenty of gold to keep him supplied. He spent the bulk of the day in the Market Ward, but did wander into the Merchant's Ward. His bearing, armor and demeanor allowed him passage. He certainly was no beggar that did not belong. On the way back he stopped in the Harbor Ward and asked about Zindar but was unable to meet with him. A message would be passed along. He then returned to the Market Ward and made his way back to the Wellspring Inn.
On his way back he had his first adventure. He had stopped at a small booth near the gate that led to what he had heard was called Malar's Throat. He bought some dried meat from the merchant. While standing outside the booth he noticed a somewhat dirty young child make his way to the booth, trying to hide behind some other patron's. Quick as could be a hand shot out and the child grabbed some meat and raced away, straight past Vrak. Vrak reached out and quickly grabbed the child by the back of his neck and stopped him short. The child began to whimper and cry.
"Surely thievery is not permitted in the port, what say you child?"
The child looked up at him, "I am sorry sir, I am hungry, I haven't eaten yet today and the sun goes down soon. Please let me go."
Vrak took pity on the child. "I will not call the city guard, but we must make this right. Come with me."
Vrak escorted the child back to the merchant's booth and called the owner out. "This child has taken what belongs to you. He wishes to apologize, and if he does so I will pay for what he has taken." Vrak looked down at the child, his expression left no room for the child to disobey.
The owner complained "These kids steal all of the time, I will call the guard myself."
Vrak quickly dissuaded the man. "I have told the child I will pay his debt if he apologize's and I will not turn him over to the guard, I have given my word. I will pay for the meat."
The owner accepted this, persuaded by the honor of the paladin's request. Vrak nudged the forward. "Speak child'"
"I am sorry sir, I stole from you, it won't happen again, I promise." The words spilling out of his mouth.
Vrak looked down at the child, "There, that was not so bad was it?" As soon as his grip on the child was released the child hesitated only for a moment and then quickly moved away and disappeared into the crowd. Vrak paid the merchant for the stolen meat and then continued on his way.
In the evening he would spend some more time in the common room. Perhaps he could learn something of this merchant prince and why the Talons of Justice's aid had been requested. Perhaps rumors of trouble would be learned. Tomorrow was the meeting he was sent to attend...
Still looking for 3 people if anyone is interested
DM Tomb of Annihilation X2
DM Curse of Strahd
Redleaf Moutain Dwarf Circle of land(Moutain) Druid
Character Name: Jirani
Class: Bard
Backstory: No one knew exactly where the young tiefling came from, but one day he was just there. In the beginning Jirani slept in the outskirts of the village, foraging on what he could find off the land. It wasn't much, but it kept him fed enough to not constantly feel the nagging pain of hunger. Eventually some of the villagers started noticing. First it was the farmers, who saw a bronze figure resting with their cattle. Jirani did so for the company and warmth. Filled with unease that they had failed to sense an intruder for so long, the farmers were ready to drive the young boy out - if only to protect their pride, not wanting to admit such a failure. But the tiefling had a way with words, and he convinced them that he could be of use. That's how his quest to gain the villagers' trust began. First he worked at the farms, and in return he got a roof over his head and food to eat. Eventually his tasks allowed him to branch out, sometimes delivering a handful of carefully collected crops to the inn, or run similar errands that let him get to know the rest of the people in the village. By the age of fifteen Jirani had found a home in the villagers' collectively open arms. Now that he didn't have to do odd jobs just to get by, he found himself spending a lot of afternoons in the tavern - entertaining the guests. It was there that he learned how to play the instruments that would bring out the best of his voice, and so the bronze tiefling practiced his performance.
One day a group of traveling entertainers found their way to the tiny village, and although their stay was short that didn't diminish the impact they had on Jirani. Certainly he showed promise, but what consequentially led to the group's decision to bring him along was his desperate pleas and promises of all sorts of favors. He didn't dislike living in the village, he could with certainty call all of the people in it if family, but the tiefling had also come to realize that he had outgrown it. He had 'bigger fishes to fry', as the barmaid so eloquently put it. With a parting gift in the form of a very beautiful viol, he left the village to try his luck in the big, wide world. Life on the road was a roller coaster, but Jirani loved the ride. The first thing they gave him was a rapier, and he learned how to defend both himself and his crew very early on. Bust mostly he just sang, often and with passion. Whenever they had outstayed their welcome, he was the one to soothe the masses with charm and well-chosen words, to make sure they didn't leave the town with too bad of a public opinion - that way it'd be easier for them to return again without hard feelings.
He was the lover of the group. Drawn by pretty faces and beautiful things, Jirani did get himself into his fair share of trouble, too. Usually he managed to get out of it unscathed with his charm alone, but the times he didn't usually ended in the crew busting him out and heading for the road as quickly as possible. They got to see a lot of places, meet a lot of people and eat a wide variety of food. It was an uncertain, but good, life. For a tiefling that had grown up in the most remote of villages, it was magical. The traveling group didn't know it to begin with, but when they reached their biggest city yet they would end up staying indefinitely. The reception they got was beyond expected, and despite the respective quirks and flaws of the crew none of them made such a big ass of themselves that they had to leave in a hurry. On the contrary. Their performance got great reviews and eventually they got cast as the main act in a very popular tavern. The pay was excellent and the company was great, so that they chose to stay would be seen as a given.
What you have done in Chult for the last two days: While used to the traveling life, Jirani hadn't left the city he now called him in a few years - so the excitement to visit a new place literally showed in his glimmering eyes. Unfortunately that would also explain his sudden inattentiveness. After a, according to him, very splendid night (and the day leading up to it) at the local tavern the tiefling had rented a room at the inn and decided to retire - only to find that his most precious item, the parting gift from when he left the village, had been stolen. Admittedly he returned to the tavern to look, but it would soon be obvious that he hadn't simply forgotten it by his seat when he left. What he had planned to be a good night's sleep turned into a night on the streets, trying to charm his way from one person to another in order to collect any and all gossip that could potentially lead him to the culprit. With no luck. When the sun rose he had still not slept, but that viol had always been more important than his own life, so Jirani continued. He dedicated the entire day to running any and all small errands for whoever needed it, in exchange for some information. He did learn quite a lot, but nothing that could help him with this particular problem. Down on his luck, the bronze tiefling returned to the place of the crime when evening came. Instead of socializing he got up on stage and did what he did best: entertain. While doing so he kept close eye on everyone, quite desperate to find what had been lost or, in this case, stolen. The night ended with no reward, and Jirani had to admit defeat when he returned to his room at the inn and crashed in his bed. Admittedly he had been fairly preoccupied with his search, so the last thought that ran through his head before he black out was something along the lines of, 'oh shit, I'm meeting the merchant prince tomorrow'.
Character Name: Jolly
Class: Cleric
Backstory:
What you have done in Chult for the last two days:
*Alternative:
Character Name: Sizan Sidrosin
Class: Bard
Backstory: A long, long time ago, a former adventurer turned Avowed of Candlekeep, Tabais Sidrosin, fell in love with a traveling bard, and in time was blessed with a son. It would not be for some number of years before he learned of the woman's true nature, and confronted her. The encounter turned deadly, but fortunately they both survived with the mother having running away; abandoning her son in the process. Although Tabais feared his son become a similar sort of monster as his mother, he did not cast out young Sizan. Instead, he chose to do everything in his power to prevent it to the point of being even a doting father.
This grated on Sizan, and often did he dream of escaping in search of his mother and the life that could've been. However, he never did. He was a bright kid to know that his current youth would prevent any success in a lasting escape. And two, well, though their time together only lasted his first six years of life, he garnered a great appreciation for storytelling and ancient tales from his mother bedside stories. And what better place to find stories than from the greatest source in all the land: his birthplace, Candlekeep.
For nearly two decades, Sizan devoted himself to his studies for an eventual of climbing the ranks within the Avowed. Due to his heritage, however, he was closely watched, and often guided away from pursuing more about his origins by the monks and priestly superiors. His father was chief among them. This did not truly bother him at first as the avowed were more than used to doing the same for questionable visitors, and thus quickly figured out his hunger for general knowledge often superseded immediate concerns. Still, his favored course pursuit placed him at odds with his peers often, and would've led to a really lonely childhood if not for three individuals; a female tiefling orphan that took the name Perfect and often claimed to be his rival, a male half-orc called Flint and best friend(and perfect's preferred bullied target), and an Aasimar Priestess of Oghma known as Domon that took on a motherly role for the three outcasts.
Alas, Sizan could only find so much solace among the legendary halls and close knit connection to Flint, Perfect, and Domon before deeply repressed longing for certain answers returned to the forefront. Logically, he knew with time the keep would yield some form of satisfactory answer. But, the feeling never abated. Thus, during his 26th year of life, Sizan began making plans for a journey. He blamed tymora and beshaba, goddesses of fortune and misfortune respectively, for complicating matters. Because in that very same year, news of a curse reached candlekeep. One supposedly engulfing the world. While this in itself was of interest but no immediate concern of Sizan, the fact that his father seemed to be afflicted by it did have an impact.
Now with the added burden of that on his mind, Sizan left with unintentional haste; leaving behind many an important scholarly items. By the time he realized this, it was too late to turn back. And truthfully, he no longer wished to upon discovering a letter hidden among his things, as well as a mysterious deed for a parcel of land in a realm unknown to him; a supposed "gift" left behind by his mother.
Conflicted, but nevertheless determined to ensure his father's survival if only to get answers later, Sizan continued to search for the curse's origins and a means to undo it; eventually over a month's time, acquiring the fleeting backing of an organization interested in ending the curse. With their aid, he was also able to secure passage to Chult. Whereby his desire to contribute more to the crew personally led to a number of embarrassing incidents the accidental discovery in possessing a talent and wealth of stories. While not exactly comfortable about entertaining others, Sizan gradually honed his talents to the point of becoming a competent minstrel. Unfortunately, in a moment of brilliance and emotional weakness, he made a fool of the captain with his story, resulting his being thrown overboard. Thankfully, he wasn't so far from his destination that swimming the rest of the way was impossible, and that at least someone on board was sympathetic enough to make sure the rest of his stuff made it at the docks.
What you have done in Chult for the last two days:
When you realize you're doing too much: Signature.
I have a character that I am making and would love to join your campaign. I'm currently working on his backstory and trying to get some workable personality traits that match my idea for him. Once I get that together I will post the details and his current activities.
Basic Info-
Name: Volthero
Class: Hobgoblin Warlock
Background:
Volthero was not born into his currently life, he wasn't even born into that name. It was a meeting of fates that brought him and his path together. He was raised in his Hobgoblin legion and grew up with it's military lifestyle and structure. While his peers fell into line, Volthero was not so easily cowed. He had a cunning and patience that led him outside the box of his military structure. He did not see the straight line upward but more of skipping stones. While he never broke any rules or regulations, they rarely seemed to limit him. He had plans and resources waiting for the right opportunity. One such opportunity came that he had not planned for. The occasion came when his Legion was onset by a united army of humans from neighboring Kingdoms. A few skirmishes were all the warning they had of the advancing army. The Legion quickly found they preparations of a coming war woefully underwhelming. The tide of humans that pursued them outnumbered them 3 to 1 and no tactic was able to save them from destruction. In the final battle when their retreat was cut off by mounted knights, the Legion was destroyed.
This outcome had become clear to Volthero as the front lines clashed. He knew the men were seeking to wipe out this threat so surrender was a swift death. With his goal beyond his power, he pleaded for escape to those above his power. His plea was heard by Levistus who pulled him through the planes and deposited him back a few days after the war had end. He was now a servant of Levistus. His Legion was dead and so was he with them, his life was set anew and thus he was given the name Volthero.With no other path before him, he set out to do the will of his debtor. His mission is to gain power and influence to tip the scale against Geryon and cast him down, or to discover another means to do the same.
2 Days in Chult: For the two days Volthero has spent in Chult he has been acquainting himself with its underworld. He has been attempting to find and establish contacts that could provide bounties and information if his latest bid for a job falls thru. So far he has no work but is on friendly terms with a couple inn keeps that he has talked past their nature distrust of him. Beyond these roots he has made pains to maintain a low profile, with his experiences things are just easier when no one speaks about you.
Name: Terrance Almandine
Appearance: Terrance is 6'5", grey of skin, similar to un-worked stone, with what looks like rocks protruding from his skin. His brown hair and burgundy eyes make it all the more clear he is a creature closely tied with Earth. When he flies into a Rage the rocks shake free their brown coloring and show the dark red/ rusty brown gems inlaid beneath. When not in a fit of rage, he is normally a gentle man with a different way of speaking (Inspired heavily by the "Horn Eaters" of the Stormlight Archive Series).
Class: Barbarian (Going Path of the Ancestral Guardian)
Background: Mercenary Veteran
Backstory: Terrance was raised by his mother among a Goliath (no one said genies couldn't mate with people other than humans) tribe in the mountains. Though he was as big as his sisters and brothers, Terrance certainly stood out. Being a born member of the clan, but not wholly from the clan, he had few options for positions in the tribe. He became a hunter. Food was always needed. With his ability to silence the very stone on which he walked paired with his intent ferocity was greatly appreciated for the bounty those things could reap. Life was good for a time. One day an old friend of the village chieftain came calling for a favor. Some expedition to repay a favor owed. Terrance was volunteered as he was the craftiest hunter in Clan Almandine, named so for the deposit of gems in their mountain that first attracted his father the Dao.
While traveling to meet with his ship to this new strange land Terrance took various Mercenary jobs to pay his way. A caravan guard duty one week. A day of tavern muscle work for a nights stay. Terrance would take any job that pitted his might against another. Be it man, beast, monster, or nature itself. Once on the ship he reveled in the games of chance and found he very much did enjoy this Gambling they taught him. Though he wasn't sure if he was good or not he was just in it for the thrill.
In Chult for 2 days:
Once at port he had traveled the city looking for his patron. After a day with no success he instead found a much, much bigger game of chance. The Dinosaur races. Terrance was amazed, men on such beasts. And there was coin to wager?! Terrance was instantly addicted. Despite his honor and the honor of his clan, he only has spent half his days looking for this woman who called in a favor from his clan, the other half is spent betting coin and trying to figure out how to get on one of those beasts.
(OoC: This is an Almandine. Don't know how the DM feels about photo's but I'm taking the risk!)
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Closed for now. I got six. Thanks all.
DM Tomb of Annihilation X2
DM Curse of Strahd
Redleaf Moutain Dwarf Circle of land(Moutain) Druid