Something evil is trapping the souls of the dead and draining life from all who have been raised from death by magic. This worldwide “death curse” not only prevents the raising of the dead but also causes creatures that were previously raised from the dead to wither and die. The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.
Welcome! Thank you for checking out my ad for Tomb of Annihilation. My name is Nyx, and I am a big fan of this module. Please read the following information if you would like to apply for this game. It will be held here on D&D Beyond. OOC chat will be handled in PMs or possibly a Discord server. Again, thank you for your interest.
Application Deadline: end of day July 8thwith players selected by end of day July 9th
Tentative Start Date of Game: July 11th or 12th
Game Info / House Rules
Levels 1-11
This game is very open-ended and sandboxy. The module is also known to be somewhat difficult. Death is permanent until the death curse ends. So if you fail your 3 death saves, your character is perma-dead. I don't actively try to kill characters, but if your characters make decisions that lead to their death, I won't avoid it either.
Looking for 6 players. In case of dropouts, we will proceed with at least 4 players, but less than that and I will return to this thread for re-recruitment.
Optional flanking rules will be in play. An enemy is only flanked if an attacker is directly in front of and directly behind it.
Cover rules are in play as well. Enemies will use cover but that means you can and should as well!
Drinking a potion is a bonus action but administering it to another character/NPC is a full action.
Everything else I will be sticking to RAW (regular 5e, not the new updates yet).
Character Creation Rules / App
Go ahead and roll for your stats. Do not re-roll 1s. If you get a bad roll, you may choose either Standard Array or Point Buy instead.
All official sources are allowed, but we'll be sticking to regular 5e, not the new updates. I haven't gone through the updates yet and don't plan on doing it soon.
Multi-classing is allowed but only once.
All alignments are allowed except Chaotic Evil.
Take starting equipment or roll for gold.
We'll be using XP leveling, not milestone.
At each level you can choose to roll for HP or take the average, but you can only choose one. So if you roll you have to abide by the results.
Name: Barnaby "Barn" Featherington (<-- link to dndbeyond character sheet) Race: Custom Lineage (from Tasha's Cauldron) - mutt, bastard son of a half-goliath and a half-elf. Custom Lineage Racial Feat: Crusher. Class: Paladin (Oath of Ancients planned, and possible couple levels in Divine Soul Sorcerer later). Background: (Custom) Nature Lover (usual - 2 skills proficiencies, 1 tool proficiency, 1 language... note that the feat is from race, NOT background). Alignment: Neutral Good Personality: Big lunk, not very bright. Thick as a castle wall, in fact (INT 6). Yet likeable, with a big heart to match, and a love of nature. Backstory and Image: See (first) spoiler below
Everyone has always told Barnaby Featherington that he has an incongruous name. But that suits him just fine. Mostly because he doesn't know what "incongruous" means. Same way he loves books, but only if they have plenty of pictures and very very few words.
Barnaby, or "Barn" to his friends, has always been a happy, lovable soul, just a little touched in the head, which is fairly high up due to his towering stature (and despite his perpetual slouch). His favorite pastime since childhood has been wandering the outdoors, especially woodlands and river banks at the edges of the Ardeep Forest near his relatively small hometown, not far from Daggerford.
Barn has always felt a deep bond to nature that he could never put into words (let's be honest, there's not too much he can put to words). With his disarmingly simple ways that bely his stature and unusual racial mix, Barn managed to make friends with wild and fey creatures in the deeper woods without the slightest thought as to who or what they were, and it is much the same with people from all walks of life. Which is good for his mental health as the bastard son of a half-elven noblewoman mother (Corinne Featherington) and a half-goliath mercenary (unknown name, long gone).
Always a source of mild shame to his lady mother and her family, Barn found a home, along with religion of sorts, as a guard at the local temple of Eldath, the Guardian of the Groves and Mother of the Waters. His newfound faith and obvious size and strength drew the attention of an elderly Paladin of the Ancients, a member of the Emerald Enclave, who saw promise in the young, earnest boy. Before passing on, the aged former adventurer trained Barn on the instinctive basics of wielding two-handed weapons to leverage his natural strength. Bequeathed from the old man's deathbed, Barn received the paladin's maul and chain mail, along with an exhortation to put them to good use in the sacred pursuit of defending Eldath's woodlands and maintaining the balance of nature and civilization, concepts which Barn only vaguely grasps.
Still, after mulling it over for all of a few seconds, he decides to try. Taking his leave of the temple and walking alongside a merchant's wagon (hired to guard it, though he would probably do it for free) up the road north to Waterdeep, where he hears from an Emerald Enclave contact stories of some strange, unnatural curse afflicting the forests of a faraway land. Chult? Barn assumes 'faraway' means no more than a day or two by ship, so he signs on as a deckhand on a vessel bound there from the port of Waterdeep. How strange or far away could it really be?
Personality: Kero is planner and is more reserved where he is more comfortable in the shadows than in the limelight. Dislikes when people gawk at his glowing eyes, and he rather make a friend then make a new enemy. He has a fondness for disguises and costumes.
Backstory:
Kero Lutz hails from Baldur's Gate where he is the son of the Steward of House Valiente in the Upper city. He never knew his mother though he assumed it was a summer dalliance with a celestial. It was assumed that Kero Lutz would be trained as a servant, Patriar Valiente had other plans as through intense training Kero was trained to be a private agent to acquire blackmail material, sabotage public appearances, or even frame innocents to secure power. His father did not approve, but he had no say in the matter. Over time Kero can see the weight of his deeds on his father's conscience. Kero decided it was time he left and chose to turn over evidence to the magistrate to bring Patriar Valiente to justice. Now the house is in ruins he and his father left to the Lower city with new names. Nowadays his father works as a tailor and Kero works as a private agent for discerning clients. He has received news that some of his clients are withering away and that signs speak of a distant land. Kero's curiosity is piqued enough that he left Baldur's gate for the longest journey of his life and to also to make sure his clients are not trying to get out of paying him.
Name:Nathaniel Mortmaigne Race: Tiefling (Winged) Class: Warlock (Celestial) Background: Criminal Alignment: Chaotic Good Personality: Carefree and somewhat unreliable, enjoying the best things of life whenever he can, but with his conscience persistently speaking he can be counted on when it counts. Backstory: Nathaniel was born a true infernal bastard of his noble mother Lady Mortmaigne but sent far away from the Mortmaigne estates to a simple orphanage in the city of Baldur's Gate to be lost and forgotten. He quickly took his refuge to the streets and backalleys of the city, stealing and conning people for a living. Recently Nathaniel has had dreams of a radiant angelic being claiming to be Ezekiel, his guardian angel, connected to a talisman his mother sent with him. Ezekiel has granted the young man some celestial powers but expects the young scoundrel to turn his life around, something Nathaniel has no real interest in doing, but just maybe a journey to find a tomb of annihilation and break the dreaded death curse will make the young tiefling realize that doing good can be an entertaining way of life too.
Personality: Reverent and contemplative, finding solace and strength in communion with nature.
Backstory:
Lysandra Windwalker was born in the heart of the lush and perilous jungles of Chult, where her clan lived in harmony with the vibrant and untamed nature of the land. Her people revered Ubtao, the Father of Dinosaurs, who watched over the jungle and its myriad creatures. From a young age, Lysandra felt a deep connection to the primal forces of the jungle, learning the ways of the wild and the healing arts from her parents and the spirits of the forest.
Her life changed when a strange and deadly sickness began to spread through her village, affecting both her people and the jungle creatures. Despite their best efforts, the druids and healers of her clan were unable to find a cure. In her desperation, Lysandra sought guidance from Ubtao, praying fervently for a solution. Ubtao came to her in a vision, and this began her quest to seek out the source of the curse and stop it before it’s too late.
This post has potentially manipulated dice roll results.
Ability scores: 1511158812
Name: Agaredhel
Race: Wood Elf
Class: Cleric (Twilight)
Background: Acolyte
Alignment: Chaotic Good
Personality: Though young by elves standards, Agaredhel has had a century in which to learn to bridle his impetuousness. Perceptive and insightful, cautious and thoughtful, humble and cooperative, he is a freedom-loving man who does not like being ordered around. Even more so than many of his kin, he prefers the wild places to even the cities of the high elves, and the light of the moon to that of the sun.
Backstory/History: Elves do not normally die. When their body perishes, they merely travel to Arvandor to dwell among their gods for a time, and then reincarnate. They regard this as their birthright, and privately believe it's part of what makes them superior to all other creatures on Faerun, but now a curse has been laid upon the whole world - including even them. This is unacceptable, and many of their best were therefore tasked with discovering the cause of the curse and with lifting it. Agaredhel is but one of many elves entrusted with this mission, and though his powers were still slight, it was judged that they were sufficient for a fact-finding mission. He was expressly forbidden from trying to take a more active role, since something of this magnitude was better suited to a team of elven high mages.
*bam bam bam* "Hey Fred, you got mail!" a student with a crooked tie peers into Frederick's dorm room holding a letter.
Looking up from his studies, Frederick nods at his friend and takes the letter. Upon opening it, he hears and sees words from his father "Freddie, I hope you are doing well but there is something frightening going on. As a people we are used to things toxic and deadly but this thing, this occurrence scares me. Seek out what it is. I know your studies are important but this is something...just go. I'll settle with the school." The paper and glowing words fade.
This took Fred aback, his father was fearless and yet, he heard and sensed the terror in the letter. Nothing for it, school can wait.
Personality: Thalara, like most of her people, comes across as somber, melancholic, and resilient. Since coming to the Material Plane, though, she's found herself influenced by the lively people she comes across, and occasionally cracks a smile.
Backstory/History: For centuries, Thalara served the Raven Queen with unwavering devotion in the dark and desolate realm of the Shadowfell.For as long as she can remember -admittedly, not that long- she felt a deep connection to the liminal spaces between life and death. Her magical abilities, influenced by the shadowy realm, grew as she studied the ancient rituals and symbols sacred to her Queen. In the Shadowfell, where time and light seemed to stand still, Thalara’s power was at its peak, drawing upon the essence of shadows to perform great feats of sorcery.
Thalara's greatest success came when she heard of a memory at the bottom of the River Styx of particular interest to the Raven Queen. She spent months in search of the memory, braving linnorms and dragons and sorrowcrabs, and then sacrificing nearly all of her own memories diving into the river. But she survived, and returned to the Fortress Memories with a fistful of the valuable silt.
In recognition of her bravery and sacrifice, the Raven Queen bestowed upon Thalara the title of "Moonshadow" and granted her a special connection to the liminal spaces she so revered, enhancing her magical abilities. This honor marked Thalara as one of the Queen’s most trusted servants.
Now, Thalara has been sent to the vibrant and dangerous land of Chult. Here, she is to investigate a mysterious death curse that is severing the flow of souls, preventing them from reaching the afterlife. Weaker in this unfamiliar world, she must rely on her wits, her knowledge of the arcane, and her deep connection to the Raven Queen to unravel the secrets of the curse and restore the natural order.
In Chult, Thalara discovered the moon for the first time, and its serene beauty captivated her. She found a new source of inspiration and power in the moon’s phases and the liminal times of dusk and dawn. This connection to the moon has become a cornerstone of her magic, giving her strength and solace in this strange new land.
Thalara’s journey is not just a mission; it is a test of her faith and power, a challenge to prove that even far from the shadows of the Shadowfell, she remains a formidable servant of the Raven Queen.
This post has potentially manipulated dice roll results.
Oh, NICE! I never played this module but always wanted to. I do have a question about what posting frequency you will want though ... I do try to get on most days, but I rely on public internet to get online and I have a couple IRL commitments (parent in assisted living, friend in difficult situation) that sometimes flare up & need more attention than I had planned, so can't guarantee. I do make my best effort to post at least 3 times a week, and to let you know as soon as possible if I can't. Also have no problem being botted rather than hold the game up, and if I have to drop out always offer the character for an NPC if the DM decides they want to continue their story arc rather than have them vanish.
=========
Ability scores Ability scores: 8111291615
Rollback Post to RevisionRollBack
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Personality: Eternally walking the tightrope between pragmatist and optimist, Shra is fascinated by all things graceful, all things wondrous, all things magical. She is also dedicated to the honor of her name, her clan and her people. Sometimes these things mesh ... less well than at other times. But she is above all things a determined survivor. She has little truck with death, and doesn't see why it should be allowed to take over the world without HER having something to say about the matter first
Backstory/History: Shra was a fire dancer, the epitome of the feline connection with the Sun; heir of an ancient line of fire dancers within her clan who passed their secrets mother to daughter for many generations. Tr'r'yshret, the legendary first ancestress of the line, is sung of as having leapt forward into battle, a torch in each hand, and cast pyrotechnics on them so they became swirling, spark-spitting blinders that traced bewildering patterns of fire and smoke around the enemy as she tumbled and twirled in and out, weaving her dance of flame and somehow juggling torches, rapier or dagger, and her own claws at just the right moments to rake bellies and slash throats as she cartwheeled past, or to pierce through tiny gaps in armor and then tumble out of range of any return strike while still somehow maintaining the ribbons of flaming, sparking, spitting reek that were so bewildering the foe.
The fire dancers of her clan traditionally give birth to only a single kit, who becomes the next fire dancer of the clan. Twins, such as Shra, are very rare and are regarded when they come as dedicated to the Daouine (Fate). As such, they are turned forth as soon as they are able to make their own path in the world, for otherwise the Daouine will be drawn like the lightning and like the lightning too tightly contained would burst forth upon the clan. And the most traditional profession for such daughters to pursue is that of the wandering gladiator knight; such was the life she led until she befriended a fellow gladiator who had been a Witchlight Hand and accepted their invitation to accompany them when the opportunity arose for them to return there. Shra became more and more fascinated with the Feywild, the Witchlight Carnival, and in particular the masterful artistry of faerie acrobats besides those who followed the combat arts. So fascinated, indeed, that she volunteered as an extra in a thrilling new act involving Ry'xa the Red Dragonborn, alchemist's fire, tumbling, juggling, wizardry, wonder, and this strange, exciting new black powder stuff everybody's been so excited about lately
... "!*!"...
When her fur grew back, and the withered stumps of bone that had been a fire dancer's paws and limbs healed enough to see what she had truly lost. she did not get angry at the Gods. She simply registered a vow. Technology now owed her a debt. She would collect. No matter what it took. No matter how long it took. Technology would restore to her what it had taken, and then she would master it as she would have mastered an unruly kit apprentice that got too rough and actually claw-raked her if she had been eldest and matriarch. And she would make it dance the fire dance of battle with her once more. Exactly and precisely as gracefully as she had before.
As gracefully as her twin sister could at the perfection of her finest leap. Only then could she ever return to her clan as a wandering twin in the sagas is always in the end sung to do. Only then could she gold her head up as she sung her tales, only then would she be a worthy daughter of Asabar. This was her quest, to follow that star, no matter how hopeless, no matter ... or was that something she'd heard from the Witchlight Carnival crowd? Things just blurred together some nights, past and present, machine and tabaxi, comrades of youth and battle brethren of now, till she wasn't sure who she was sometimes. But she did know one thing.
She would return home worthy of her name, or not at all. So when she heard the rumours of death curses spreading across the world, she simply thought, "Perfect!" and followed her nose. She was in Longsaddle at the time, far from Chult, but that didn't matter. She'd traveled farther in her life, and she was determined that this would NOT be her last journey
=*=
(optional flavor text)
Shra always carries with her a small painters' kit and supplies to make egg tempera and oil paints. It is her belief that her paintings are of sufficient quality as art that when she becomes old and arthritic in mind and body and can no longer keep up as a traveling warrior and battlesmith, she will be able to fully support herself in the style to which she wishes to become accustomed by selling her paintings. Opinions vary as to this point.
Some would opine that the same can be said for the bagpipes she always carries and always plays the night before any battle she knows is coming that far in advance. Others would opine that no, that's just the way bagpipes always sound. These latter individuals never seem to have a taste for haggis, for some reason ..
Tomb of Annihilation
Something evil is trapping the souls of the dead and draining life from all who have been raised from death by magic. This worldwide “death curse” not only prevents the raising of the dead but also causes creatures that were previously raised from the dead to wither and die. The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle.
Welcome! Thank you for checking out my ad for Tomb of Annihilation. My name is Nyx, and I am a big fan of this module. Please read the following information if you would like to apply for this game. It will be held here on D&D Beyond. OOC chat will be handled in PMs or possibly a Discord server. Again, thank you for your interest.
Application Deadline: end of day July 8th with players selected by end of day July 9th
Tentative Start Date of Game: July 11th or 12th
Game Info / House Rules
Character Creation Rules / App
Please apply with the following app template:
Name:
Race:
Class:
Background:
Alignment:
Personality:
Backstory/History:
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Ability scores: 11 13 11 6 9 14
Ability scores: 14 16 10 13 12 16
Ability scores: 9 14 16 11 15 12
Ability scores: 17 16 13 10 16 8
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Name: Barnaby "Barn" Featherington (<-- link to dndbeyond character sheet)
Race: Custom Lineage (from Tasha's Cauldron) - mutt, bastard son of a half-goliath and a half-elf. Custom Lineage Racial Feat: Crusher.
Class: Paladin (Oath of Ancients planned, and possible couple levels in Divine Soul Sorcerer later).
Background: (Custom) Nature Lover (usual - 2 skills proficiencies, 1 tool proficiency, 1 language... note that the feat is from race, NOT background).
Alignment: Neutral Good
Personality: Big lunk, not very bright. Thick as a castle wall, in fact (INT 6). Yet likeable, with a big heart to match, and a love of nature.
Backstory and Image: See (first) spoiler below
Everyone has always told Barnaby Featherington that he has an incongruous name. But that suits him just fine. Mostly because he doesn't know what "incongruous" means. Same way he loves books, but only if they have plenty of pictures and very very few words.
Barnaby, or "Barn" to his friends, has always been a happy, lovable soul, just a little touched in the head, which is fairly high up due to his towering stature (and despite his perpetual slouch). His favorite pastime since childhood has been wandering the outdoors, especially woodlands and river banks at the edges of the Ardeep Forest near his relatively small hometown, not far from Daggerford.
Barn has always felt a deep bond to nature that he could never put into words (let's be honest, there's not too much he can put to words). With his disarmingly simple ways that bely his stature and unusual racial mix, Barn managed to make friends with wild and fey creatures in the deeper woods without the slightest thought as to who or what they were, and it is much the same with people from all walks of life. Which is good for his mental health as the bastard son of a half-elven noblewoman mother (Corinne Featherington) and a half-goliath mercenary (unknown name, long gone).
Always a source of mild shame to his lady mother and her family, Barn found a home, along with religion of sorts, as a guard at the local temple of Eldath, the Guardian of the Groves and Mother of the Waters. His newfound faith and obvious size and strength drew the attention of an elderly Paladin of the Ancients, a member of the Emerald Enclave, who saw promise in the young, earnest boy. Before passing on, the aged former adventurer trained Barn on the instinctive basics of wielding two-handed weapons to leverage his natural strength. Bequeathed from the old man's deathbed, Barn received the paladin's maul and chain mail, along with an exhortation to put them to good use in the sacred pursuit of defending Eldath's woodlands and maintaining the balance of nature and civilization, concepts which Barn only vaguely grasps.
Still, after mulling it over for all of a few seconds, he decides to try. Taking his leave of the temple and walking alongside a merchant's wagon (hired to guard it, though he would probably do it for free) up the road north to Waterdeep, where he hears from an Emerald Enclave contact stories of some strange, unnatural curse afflicting the forests of a faraway land. Chult? Barn assumes 'faraway' means no more than a day or two by ship, so he signs on as a deckhand on a vessel bound there from the port of Waterdeep. How strange or far away could it really be?
^^^ See spoiler above for Backstory and Image ^^^
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Name: Kero Lutz
Race: Aasimar
Class: Rogue
Background: Criminal/Spy
Alignment: Neutral
Personality: Kero is planner and is more reserved where he is more comfortable in the shadows than in the limelight. Dislikes when people gawk at his glowing eyes, and he rather make a friend then make a new enemy. He has a fondness for disguises and costumes.
Backstory:
Kero Lutz hails from Baldur's Gate where he is the son of the Steward of House Valiente in the Upper city. He never knew his mother though he assumed it was a summer dalliance with a celestial. It was assumed that Kero Lutz would be trained as a servant, Patriar Valiente had other plans as through intense training Kero was trained to be a private agent to acquire blackmail material, sabotage public appearances, or even frame innocents to secure power. His father did not approve, but he had no say in the matter. Over time Kero can see the weight of his deeds on his father's conscience. Kero decided it was time he left and chose to turn over evidence to the magistrate to bring Patriar Valiente to justice. Now the house is in ruins he and his father left to the Lower city with new names. Nowadays his father works as a tailor and Kero works as a private agent for discerning clients. He has received news that some of his clients are withering away and that signs speak of a distant land. Kero's curiosity is piqued enough that he left Baldur's gate for the longest journey of his life and to also to make sure his clients are not trying to get out of paying him.
Appearance in Spoiler
Name: Nathaniel Mortmaigne
Race: Tiefling (Winged)
Class: Warlock (Celestial)
Background: Criminal
Alignment: Chaotic Good
Personality: Carefree and somewhat unreliable, enjoying the best things of life whenever he can, but with his conscience persistently speaking he can be counted on when it counts.
Backstory: Nathaniel was born a true infernal bastard of his noble mother Lady Mortmaigne but sent far away from the Mortmaigne estates to a simple orphanage in the city of Baldur's Gate to be lost and forgotten. He quickly took his refuge to the streets and backalleys of the city, stealing and conning people for a living. Recently Nathaniel has had dreams of a radiant angelic being claiming to be Ezekiel, his guardian angel, connected to a talisman his mother sent with him. Ezekiel has granted the young man some celestial powers but expects the young scoundrel to turn his life around, something Nathaniel has no real interest in doing, but just maybe a journey to find a tomb of annihilation and break the dreaded death curse will make the young tiefling realize that doing good can be an entertaining way of life too.
Nathaniel Mortmaigne
Rolling to express interest and start a build.
Ability scores: 11 11 8 8 12 4
Another medical problem. Indefinite hiatus. Sorry, all.
Dice roller bug. Attempt #2. I'll use the first set if it sorts itself out.
Ability scores: 16 17 11 15 12 9
Another medical problem. Indefinite hiatus. Sorry, all.
Ability scores: 8 12 15 8 11 9
Ability scores: 8 10 11 11 9 12
Character Name: Lysandra Windwalker
Race: Wood Elf
Class: Druid (Circle of the Moon)
Background: Hermit
Alignment: Neutral Good
Personality: Reverent and contemplative, finding solace and strength in communion with nature.
Backstory:
Lysandra Windwalker was born in the heart of the lush and perilous jungles of Chult, where her clan lived in harmony with the vibrant and untamed nature of the land. Her people revered Ubtao, the Father of Dinosaurs, who watched over the jungle and its myriad creatures. From a young age, Lysandra felt a deep connection to the primal forces of the jungle, learning the ways of the wild and the healing arts from her parents and the spirits of the forest.
Her life changed when a strange and deadly sickness began to spread through her village, affecting both her people and the jungle creatures. Despite their best efforts, the druids and healers of her clan were unable to find a cure. In her desperation, Lysandra sought guidance from Ubtao, praying fervently for a solution. Ubtao came to her in a vision, and this began her quest to seek out the source of the curse and stop it before it’s too late.
Ability scores: 12 10 14 12 8 16
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Name: Agaredhel
Race: Wood Elf
Class: Cleric (Twilight)
Background: Acolyte
Alignment: Chaotic Good
Personality: Though young by elves standards, Agaredhel has had a century in which to learn to bridle his impetuousness. Perceptive and insightful, cautious and thoughtful, humble and cooperative, he is a freedom-loving man who does not like being ordered around. Even more so than many of his kin, he prefers the wild places to even the cities of the high elves, and the light of the moon to that of the sun.
Backstory/History: Elves do not normally die. When their body perishes, they merely travel to Arvandor to dwell among their gods for a time, and then reincarnate. They regard this as their birthright, and privately believe it's part of what makes them superior to all other creatures on Faerun, but now a curse has been laid upon the whole world - including even them. This is unacceptable, and many of their best were therefore tasked with discovering the cause of the curse and with lifting it. Agaredhel is but one of many elves entrusted with this mission, and though his powers were still slight, it was judged that they were sufficient for a fact-finding mission. He was expressly forbidden from trying to take a more active role, since something of this magnitude was better suited to a team of elven high mages.
Charsheet: https://www.dndbeyond.com/characters/127648255/2WW5N5
Ability scores: 11 10 12 9 8 11
Hahaha,the dice told me to choose point buy!
Name: Frederick Apopo
Race: Grung
Class: Fighter (Went with point buy for stats)
Background: Witherbloom Student
Alignment: Lawful Neutral
Personality: Curious, Hard Working, Team Player
Backstory/History:
*bam bam bam* "Hey Fred, you got mail!" a student with a crooked tie peers into Frederick's dorm room holding a letter.
Looking up from his studies, Frederick nods at his friend and takes the letter. Upon opening it, he hears and sees words from his father "Freddie, I hope you are doing well but there is something frightening going on. As a people we are used to things toxic and deadly but this thing, this occurrence scares me. Seek out what it is. I know your studies are important but this is something...just go. I'll settle with the school." The paper and glowing words fade.
This took Fred aback, his father was fearless and yet, he heard and sensed the terror in the letter. Nothing for it, school can wait.
link to character www.dndbeyond.com/sheet-pdfs/Wysperra_127660584.pdf
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Name: Thalara Moonshadow
Race: Shadar-Kai
Class: Sorcerer (Lunar Sorcery)
Background: Rewarded
Alignment: Chaotic Neutral
Personality: Thalara, like most of her people, comes across as somber, melancholic, and resilient. Since coming to the Material Plane, though, she's found herself influenced by the lively people she comes across, and occasionally cracks a smile.
Backstory/History: For centuries, Thalara served the Raven Queen with unwavering devotion in the dark and desolate realm of the Shadowfell.For as long as she can remember -admittedly, not that long- she felt a deep connection to the liminal spaces between life and death. Her magical abilities, influenced by the shadowy realm, grew as she studied the ancient rituals and symbols sacred to her Queen. In the Shadowfell, where time and light seemed to stand still, Thalara’s power was at its peak, drawing upon the essence of shadows to perform great feats of sorcery.
Thalara's greatest success came when she heard of a memory at the bottom of the River Styx of particular interest to the Raven Queen. She spent months in search of the memory, braving linnorms and dragons and sorrowcrabs, and then sacrificing nearly all of her own memories diving into the river. But she survived, and returned to the Fortress Memories with a fistful of the valuable silt.
In recognition of her bravery and sacrifice, the Raven Queen bestowed upon Thalara the title of "Moonshadow" and granted her a special connection to the liminal spaces she so revered, enhancing her magical abilities. This honor marked Thalara as one of the Queen’s most trusted servants.
Now, Thalara has been sent to the vibrant and dangerous land of Chult. Here, she is to investigate a mysterious death curse that is severing the flow of souls, preventing them from reaching the afterlife. Weaker in this unfamiliar world, she must rely on her wits, her knowledge of the arcane, and her deep connection to the Raven Queen to unravel the secrets of the curse and restore the natural order.
In Chult, Thalara discovered the moon for the first time, and its serene beauty captivated her. She found a new source of inspiration and power in the moon’s phases and the liminal times of dusk and dawn. This connection to the moon has become a cornerstone of her magic, giving her strength and solace in this strange new land.
Thalara’s journey is not just a mission; it is a test of her faith and power, a challenge to prove that even far from the shadows of the Shadowfell, she remains a formidable servant of the Raven Queen.
Sheet: https://www.dndbeyond.com/characters/127651642/9K0Txv (went with point buy.)
Appearance:
Another medical problem. Indefinite hiatus. Sorry, all.
Oh, NICE! I never played this module but always wanted to. I do have a question about what posting frequency you will want though ... I do try to get on most days, but I rely on public internet to get online and I have a couple IRL commitments (parent in assisted living, friend in difficult situation) that sometimes flare up & need more attention than I had planned, so can't guarantee. I do make my best effort to post at least 3 times a week, and to let you know as soon as possible if I can't. Also have no problem being botted rather than hold the game up, and if I have to drop out always offer the character for an NPC if the DM decides they want to continue their story arc rather than have them vanish.
=========
Ability scores Ability scores: 8 11 12 9 16 15
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Name: Ryshraxea ("Shra") Asabar
Race: Tabaxi
Class: Artificer
Background: Gladiator
Alignment: Chaotic good
Personality: Eternally walking the tightrope between pragmatist and optimist, Shra is fascinated by all things graceful, all things wondrous, all things magical. She is also dedicated to the honor of her name, her clan and her people. Sometimes these things mesh ... less well than at other times. But she is above all things a determined survivor. She has little truck with death, and doesn't see why it should be allowed to take over the world without HER having something to say about the matter first
Backstory/History: Shra was a fire dancer, the epitome of the feline connection with the Sun; heir of an ancient line of fire dancers within her clan who passed their secrets mother to daughter for many generations. Tr'r'yshret, the legendary first ancestress of the line, is sung of as having leapt forward into battle, a torch in each hand, and cast pyrotechnics on them so they became swirling, spark-spitting blinders that traced bewildering patterns of fire and smoke around the enemy as she tumbled and twirled in and out, weaving her dance of flame and somehow juggling torches, rapier or dagger, and her own claws at just the right moments to rake bellies and slash throats as she cartwheeled past, or to pierce through tiny gaps in armor and then tumble out of range of any return strike while still somehow maintaining the ribbons of flaming, sparking, spitting reek that were so bewildering the foe.
The fire dancers of her clan traditionally give birth to only a single kit, who becomes the next fire dancer of the clan. Twins, such as Shra, are very rare and are regarded when they come as dedicated to the Daouine (Fate). As such, they are turned forth as soon as they are able to make their own path in the world, for otherwise the Daouine will be drawn like the lightning and like the lightning too tightly contained would burst forth upon the clan. And the most traditional profession for such daughters to pursue is that of the wandering gladiator knight; such was the life she led until she befriended a fellow gladiator who had been a Witchlight Hand and accepted their invitation to accompany them when the opportunity arose for them to return there. Shra became more and more fascinated with the Feywild, the Witchlight Carnival, and in particular the masterful artistry of faerie acrobats besides those who followed the combat arts. So fascinated, indeed, that she volunteered as an extra in a thrilling new act involving Ry'xa the Red Dragonborn, alchemist's fire, tumbling, juggling, wizardry, wonder, and this strange, exciting new black powder stuff everybody's been so excited about lately
... "!*!"...
When her fur grew back, and the withered stumps of bone that had been a fire dancer's paws and limbs healed enough to see what she had truly lost. she did not get angry at the Gods. She simply registered a vow. Technology now owed her a debt. She would collect. No matter what it took. No matter how long it took. Technology would restore to her what it had taken, and then she would master it as she would have mastered an unruly kit apprentice that got too rough and actually claw-raked her if she had been eldest and matriarch. And she would make it dance the fire dance of battle with her once more. Exactly and precisely as gracefully as she had before.
As gracefully as her twin sister could at the perfection of her finest leap. Only then could she ever return to her clan as a wandering twin in the sagas is always in the end sung to do. Only then could she gold her head up as she sung her tales, only then would she be a worthy daughter of Asabar. This was her quest, to follow that star, no matter how hopeless, no matter ... or was that something she'd heard from the Witchlight Carnival crowd? Things just blurred together some nights, past and present, machine and tabaxi, comrades of youth and battle brethren of now, till she wasn't sure who she was sometimes. But she did know one thing.
She would return home worthy of her name, or not at all. So when she heard the rumours of death curses spreading across the world, she simply thought, "Perfect!" and followed her nose. She was in Longsaddle at the time, far from Chult, but that didn't matter. She'd traveled farther in her life, and she was determined that this would NOT be her last journey
=*=
(optional flavor text)
Shra always carries with her a small painters' kit and supplies to make egg tempera and oil paints. It is her belief that her paintings are of sufficient quality as art that when she becomes old and arthritic in mind and body and can no longer keep up as a traveling warrior and battlesmith, she will be able to fully support herself in the style to which she wishes to become accustomed by selling her paintings. Opinions vary as to this point.
Some would opine that the same can be said for the bagpipes she always carries and always plays the night before any battle she knows is coming that far in advance. Others would opine that no, that's just the way bagpipes always sound. These latter individuals never seem to have a taste for haggis, for some reason ..
Character sheet at https://www.dndbeyond.com/characters/97149351
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1