Hello! I'm looking for two additional players for my homebrew campaign! We already have a druid (Star UA), an artificer (armorer UA) and a monk (Drunken Master). Just letting you know if it has any influence on your character creation. (Though I'm happy with mulitple players with the same class). Beneath you'll find a short introduciton to the campaign and character creation guidelines!
"You have just arrived at the Shimmercairns. An island group previously unknown, or at least unexplored by man. Due to recent geothermic activity, however, the lands have grown more and more fertile and hospitable. The vast sheets of ice surrounding the islands has begun melting, and the the lichen-covered cliffsides and rocky beaches have become more.. publicly accessible.
It has been 20 years since the first chunks of ice broke away from around the islands and the humanoid races have started colonising the southernmost island, Oyjan. The race of man came first, since they didn't just live the closest, but also are the most adventurous and restless of the humanoid races. The human empire hasn't quite gotten the control needed over the colony though and the one true city on the island, New Tosgon is controlled by a council of nine... opportunists. Known as the "Nine-Fingered Hand" this small group has monopoly on different trades and services around the city. The only service the council haven't gotten their fingers in is mining. You see the Shimmercairns consist of an interesting blend of metals and minerals and has a vast cavesystem beneath it containing ademantium ore. The cavesystem is under water and must be mined using special equipment, by specialists from the mainland and therefore have been deemed to dangerous to interfere with by the council. It is public knowledge that miners should be left alone.
The ice has started to melt even further north now, and adventurers from all over the main continent of Thyséa migrate to the Shimmercairns, and Oyjan, in search of a plethora of different things. Some are trying to escape the law, some want to make a quick buck, there are archeologists looking for traces of civilisation, colonists wanting to claim new lands, raiders hoping to find forgotten artifacts and then there is you, why did you come to the islands? Because the Nine-Fingered Hand wants to know... standard procedure and all that."
When it comes to character creation I use the following rules:
Any official content that can be found on DnDBeyond is fine by me when it comes to races and classes.
You start at level 3.
Use 4d6 and drop the lowest one to generate your ability scores. (Feel free to use Point Buy or Standard Array if you don't like your results)
I would like a short backstory for your character. Preferably with a reason to travel to the Shimmercairns.
You can have an uncommon magic item of your choosing as long as you give a reason as to why you are in the possession of it.
Feel free to post your character and/or any questions about the campaign below and I will choose the happy two some time early next week!
Backstory: Inssol has been traveling for as long as he can remember. Well, he's been traveling by himself for a few months. He comes from a lineage of nomads who will travel the world, selling scrolls and potions alike to wanderers and townsfolk alike. Due to their size, figuratively and literally, they strayed from big cities for fear of being robbed. Inssol, though he understood, did not share this fear. Living in a world were just about everything and everyone towers over you has filled his eyes with a sense of wonder. So much so, that Inssol didn't even wait until he was of age to ask his parents to be an adventurer. They were skeptical at first, but with his growing skills as a swordsman, they saw it was plausible for him to live on his own. With the promise to send letters every month, Inssol set to find quests.
Valen was taken as a child and used to experiment upon by some evil scientists. He grew up in their lab, where they performed all sorts of surgical treatements on him, leaving his skin criss-crossed with scars. One day a dwarf artificer freed him, and the two of them escaped from the lab.
Valen lived with Dain, the dwarf artificer, for many years, prior to leaving to free others that were being used as Valen himself had been. He did this for a couple years before he became an outlaw, the powers-that-be of the land marking him as an outlaw due to his acts against labs in the area.
Dain suggest that Valen leave, and gave him a magical weapon as a departing gift. Having heard of islands that were being explored, Valen booked passage on a ship and left for these new lands to explore.
Here's hoping you'd allow a reroll since these don't even add up to 70 ... Ability scores: 81212131213 ... I'm actually gonna drop one of those 12s to a 9 if you're OK with me using the second batch.
Class: Fighter
Xarprax Skaarzborroosh is a bounty hunter. Some might say he's not a very good bounty hunter ... but he's persistent. He's tracking one Phaendar Yinqen, an elf with sticky fingers, and Xarprax recently received a tip that Phaendar traveled to the islands.
Xarprax is a copper-scaled dragonborn. From the time he was very young, he loved to solve "mysteries". He drove his parents crazy with all of his "investigating". Truth is, he just had a really big imagination. As soon as he could, Xarprax began an apprenticeship with a dwarf bounty hunter named Sirhumin Mithrilbraids. Sirhumin had no idea what he was getting into when he agreed to take Xarprax under his wing. It wasn't long before he realized Xarprax was never going to make a good bounty hunter, but what the dragonborn lacked in smarts, he made up for in gumption and muscle. Sirhumin has considered many times severing the apprenticeship and sending Xarprax packing. But there's just something lovable about the big, copper dummy. Before he knew it, the apprenticeship was over. Xarprax had learned many things; it's not like he's a complete idiot. Sirhumin helped Xarprax file his official papers to become a licensed bounty hunter. As a "graduation" gift, Sirhumin gave Xarprax a pair of boots of elvenkind.
That was a decade and a half ago. The last 15 years haven't gone so well for Xarprax. For some reason, he hasn't been as successful on his own as he was with Sirhumin. In fact, he hasn't been able to track down and capture any of the marks he's sought. Here and there, he's had to take other jobs to make ends meet. He's found that he's a pretty good strong arm in an adventuring party. But he wants to be a bounty hunter! It's his heart's desire. Off and on, he's uncovered or been given leads about Phaendar Yinqen, a thief with a reputation for stealing things that are unstealable and never getting caught. If Xarprax could bring down the illusive Phaendar, he would finally make a name for himself. Now that he's tracked him to the islands, it's only a matter of time. Unfortunately, getting to the islands emptied his purse, so he needs to make some money immediately to keep up the investigation.
Verrynia joined the crew of the Poison Lust just over a year ago, helping to "acquire" the ship's wealth. After several months sailing the coast of the mainland, Captain Camus "The Snake" decided to try his luck in the Shimmercairns, hoping a raid on the mined metals would be profitable. He was wrong.
Verrynia emerged from the fight with her life, but not her freedom. She attempted to convince her captors that she had only joined up with the pirates under fear of death, but the guards weren't deceived enough to let her go completely. They were, however, convinced to let her out on a probation of sorts, after she suggested a bit of "community service" could right her wrongs. Now she is looking for a way to regain her freedom, acquire some coin, and have some fun.
This post has potentially manipulated dice roll results.
I've got a few ideas, let me roll stats to pare them down. I'm assuming its just 4d6b3? I ask because I noticed some of us are rerolling ones and some aren't.
Ability scores: 18111181211
Rollback Post to RevisionRollBack
Attending Academy until November, slowdown in posts continue.
Here's Gennal Rothelas, a sea-elf soulknife. Some minor adjustments to make, but here's some more information.
Born in the Resting Atoll, warmer waters south of the Shimmercairns, Gennal was the only child of two kelp farmers. When his father left the farm without a word, Gennal promised his mother he'd bring him back. That was 30 years ago, and the only thing Gennal carries from that time is an enchanted piece of coral and the memories of his youth.
After leaving his home in the Resting Atoll, Gennal fell in with the Guild of Thyséa, an association of cutthroats and cut-purses. He had hoped to use their information network to track down his father. While such a pursuit never bore fruit, Gennal found that there were many bad people in the world, and he was quite good at finding them and punishing them. For a fee, of course.
One such 'bad man' was a loan shark, Thoradin Delgin. When Thoradin crossed the Guild, they politely informed his clients they no longer needed to pay and chased him from their town.
Word has reached the guild that Thoradin is up to his old tricks in the Shimmercairns. Last seen in New Tosgon, there is no indication that he has allied with the Nine-Fingered Hand, and the Guild of Thyséa would prefer an old enemy of theirs not live long enough to make such powerful allies.
Gennal, with his talent for stealing life and coin, was dispatched for the dispatching.
Magic Items: The piece of coral he carries with him functions as a Luckstone.
Greetings, meet A'Patchy , an Aarakocra Ranger with an unusual patch of dark plumage on his breast that gave him his name.
Driven by wanderlust, A'Patchy left the Aerie and explored the many islands near his home, growing in skill and knowledge as he became more and more at home in the wild where the sea meets the land. One night, he heard the sounds of battle in the distance in the small coastal fishing village, and he flew to assist, raining down arrows from the sky on the undead attackers savaging the fishermen. By morning, the town had survived, but there were many injured. Communing with nature, A'Patchy felt a disturbance coming from a deep sea cave south of the village. Leading a group of brave townsfolk, he was able to defeat the remaining undead and their evil master who was bent on domination of the entire region!
As a thanks for his help, the villagers encouraged him to keep a portion of the treasure the Necromancer had been accumulating to finance his megalomaniacal plans--magic bracers that lent power to the impact of his arrows. Thinking the danger was over, A'Patchy rested well that night, but his dreams were haunted by foul creatures boiling up from the mines dug too deep in another, far larger island. When he woke up, he knew he had to go prevent this attack somehow, or at the very least, save the inhabitants of that island...and so, he began the long trip to the Shimmercairns.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ability scores: 4151511114 (see how these turn out.)
Name: Sidney Sibbelence Sorciery
Race: Human
Class: Wizard (subclass pending)
Background: Scholar (custom sage)
Backstory: Sid is a wizard from a long line of accomplished wizards, he travels to Shimmercairns to seek a name for himself as he studies the melting patterns and their potential impact on the rest of the planet.
Background: The whispers around town about Hamon used to say that his existence was proof that the gods had a sense of humor. He was strong as an ox, but dumb as one too. He was always a sweet and kind soul, and tried his hardest to learn but there was some sort of mental block that prevented him from understanding lessons in things like history and arithmetic. Everyone who got to know him became his friend; he had always had a way with making people feel like the best versions of themselves. His parents had no idea what to do with him, and eventually decided the best course of action would be to hand him over to the city watch to become a guard. After all, guards don't necessarily have to be the sharpest tools in the shed.
Hamon did well as a guard and became a skilled fighter. The training involved hours of religious study, which went over his head intellectually but brought him a sense of peace that came to be very important to him. He enjoyed the feeling of being a force for good in the world, even if he was never a big fan of the fighting part. If he had his choice, he would prefer to sit peacefully and sing a song rather than fight. After years of serving as a guard to his home town, he was assigned to be a guard at a great festival being held by a noble. The other guards on assignment had been sneaking drinks all night thinking that this was a safe and pointless assignment, but Hamon's sense of duty kept him away from the liquor. Because of this, he was the only one to notice the assassin sneaking up behind the noble and his family during the boisterous celebration. He was able to move quickly and thwart the assassination attempt, becoming a hero of the noble and his family. As a token of his immense gratitude, the noble bestowed upon Hamon a gift that he believed suited the young man well: a Headband of Intellect.
Hamon's life was forever transformed as soon as he had attuned to this new item. The whole world opened up to him; his mental block was gone. The consequence of this great boon, however, was that his mundane life as a guard was no longer enough to satisfy him. He still wanted to do good in the world, but now he also wanted to explore and learn. When he voiced these concerns to his newfound noble friend, the friend suggested that he speak with the local bardic college and helped Hamon escape his mundane city guard job. Hamon began to learn the arts of bardic performance and absorbed the history lessons with an insatiable thirst for knowledge. After some time, he decided he needed something more. He was beginning to hear tales of the Shimmercairns and decided this was the perfect opportunity for him. This was a place he could explore and discover what was previously unknown, and hopefully put a bit of good into the world on the way.
Magic Item: Headband of Intellect (this does seem kind of powerful for an uncommon item but it was also the only way I could come up with to deal with that 5... Also, INT 19 won't actually impact my combat effectiveness so I don't think it would necessarily be unbalanced. Let me know if you'd prefer that I change something)
Until very recently, Kroneker was one of the big shots, both literally and figuratively, among the kobold pirate crew The Smirking Stalkers. They found baby Kroneker as a stowaway some 20 years ago, God only knows what he was doing there at the time, and as luck would have it instead of eating him, they decided to keep him as a runt of the crew and teach him to shoot eventually. Probably just for laughs at first, but it turned out Kroneker had an uncanny talent with a crossbow, and after a couple of years he was able to compete with the best of them. After a lot of minor scuffles with jealous mates, and a few major ones, Kroneker rose to near the top of the food chain, again both literally and figuratively, under the new lizardman captain Volach.
Kroneker became the main lookout for the crew, and under his watchful and greedy gaze Volach plundered many a ship, a fact which was eventually rewarded with Eyes of the Eagle to make his job easier.
However, going near Shimmercairns was a mistake - after a few rich plunders, the ship was unceremoniously sunk by a privateer Nestor Crow. Kroneker only survived and escaped to shore because nobody bothered to double-check a goblin that was blown away in the chaos. And Kroneker will make them regret it sooner or later.
Backstory: Ceres has made a small name for herself as a historian in the recent years. She has rather humble beginnings, being the only daughter of a hunter. Her father hoped she too would be a hunter, but soon found out that his daughter did not have what it took to be one. Her awareness of her surroundings was poor on most days. She had a natural wonder about the world around her, and how it became the way it did. Her father began to buy her books, to help satiate her curiosity. While her father was off hunting and she had nothing to read, she managed to teach herself how to tell good stories, and would often tell them on street corners for the fun of it, and to see if anyone else had stories to share. Sometimes she would even make a few coins. She managed to get the attention of a passing scholar, who offered to teach her. With her father's permission, Ceres agreed, and went with the scholar.
The two spent several years travelling together, as a master and apprentice. The two were a bit eccentric to some other scholars, though the two either did not notice or care. The two went to many sites, doing first hand research on various topics. Almost a decade after they began, her mentor decided to stop travelling. He was getting old, and travelling was getting harder. Ceres continued on, sending him letters about her findings until his death a year later. She began to work on a paper based around some of their findings together, which was her first true published work. It took nearly a year to finish, and she had felt the urge to continue to travel again. Upon hearing about the Shimmercairns, Ceres decided to travel there, to try and find something entirely new.
Magical Item: A Gem of Brightness. She found it in an old ruin, the stone buried under some rubble. She took it, at first thinking it was just some beautiful stone. Later, when going through what they found, the two figured out it was actually magical.
Name: Adas Dizlalin Race: Wood elf Class: Cleric/Forge domain Background: Artisan Backstory: Adas has always been involved heavily in hands on activities and grew up apprenticed to the local woodworkers with both carpentry and smaller production. His talent was unrivaled and he soon found himself devoting his life to the artisan path of the divine as a priest of Solonor Thelandira. His skill in smithing has also raised his stature as he took to the wilds, bringing his abilities to bear on the enemies of the elves.
While his time on the mainland was fruitful it was the rumours of odd and new material resources that was found on the islands in the Shimmercairns. So he packed his belongings and traveled in search of new metals or woods to enhance his craft and honor his god.
Tommy Jolan - Human v (medium Armor mastery) - Vengeance Paladin - Criminal
Tommy was part of a crew of spies, infiltrating a criminal organization, The Gorgons. However, someone turned, and betrayed the spies to the criminals. Tommy is chasing him down, and has narrowed it down to Oyjan. However, it seems like there’s plenty of scum to clean up while he’s here. He could have as much work as he wants for years, if he hangs out. Tommy can’t wait.
i replaced chain mail with scale mail so he could take advantage of medium Armor mastery, which seems like a fair trade off, but let me know if you don’t like it.
I’m speculating on having his spell focus be a square shaped locket with a portrait of the traitor inside.
Hello! I'm looking for two additional players for my homebrew campaign! We already have a druid (Star UA), an artificer (armorer UA) and a monk (Drunken Master). Just letting you know if it has any influence on your character creation. (Though I'm happy with mulitple players with the same class). Beneath you'll find a short introduciton to the campaign and character creation guidelines!
"You have just arrived at the Shimmercairns. An island group previously unknown, or at least unexplored by man. Due to recent geothermic activity, however, the lands have grown more and more fertile and hospitable. The vast sheets of ice surrounding the islands has begun melting, and the the lichen-covered cliffsides and rocky beaches have become more.. publicly accessible.
It has been 20 years since the first chunks of ice broke away from around the islands and the humanoid races have started colonising the southernmost island, Oyjan. The race of man came first, since they didn't just live the closest, but also are the most adventurous and restless of the humanoid races. The human empire hasn't quite gotten the control needed over the colony though and the one true city on the island, New Tosgon is controlled by a council of nine... opportunists. Known as the "Nine-Fingered Hand" this small group has monopoly on different trades and services around the city. The only service the council haven't gotten their fingers in is mining. You see the Shimmercairns consist of an interesting blend of metals and minerals and has a vast cavesystem beneath it containing ademantium ore. The cavesystem is under water and must be mined using special equipment, by specialists from the mainland and therefore have been deemed to dangerous to interfere with by the council. It is public knowledge that miners should be left alone.
The ice has started to melt even further north now, and adventurers from all over the main continent of Thyséa migrate to the Shimmercairns, and Oyjan, in search of a plethora of different things. Some are trying to escape the law, some want to make a quick buck, there are archeologists looking for traces of civilisation, colonists wanting to claim new lands, raiders hoping to find forgotten artifacts and then there is you, why did you come to the islands? Because the Nine-Fingered Hand wants to know... standard procedure and all that."
When it comes to character creation I use the following rules:
Feel free to post your character and/or any questions about the campaign below and I will choose the happy two some time early next week!
- Hugs and kisses
Kweinir
Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of GuildsThe Soggiest DM - In campaign: Boats, Rocks & RuffiansEira Whitefeather, Human Sorcerer/Warlock - In campaign: Death Inspectors ExpandedRoland "THUNDER HIPPO" Wolfscribe, Human Bloodhunter - In campaign: Core City: A Play-by-post Adventure
Name: Inssol
Class & Race: Gnome Fighter
Background: Soldier
Backstory: Inssol has been traveling for as long as he can remember. Well, he's been traveling by himself for a few months. He comes from a lineage of nomads who will travel the world, selling scrolls and potions alike to wanderers and townsfolk alike. Due to their size, figuratively and literally, they strayed from big cities for fear of being robbed. Inssol, though he understood, did not share this fear. Living in a world were just about everything and everyone towers over you has filled his eyes with a sense of wonder. So much so, that Inssol didn't even wait until he was of age to ask his parents to be an adventurer. They were skeptical at first, but with his growing skills as a swordsman, they saw it was plausible for him to live on his own. With the promise to send letters every month, Inssol set to find quests.
Ability scores: Ability scores: 16 10 16 15 15 12
Ability scores: 16 12 15 11 12 15
Name: Valen
Race: variant human
Class: Blood Hunter
Background: Outlander
Backstory:
Valen was taken as a child and used to experiment upon by some evil scientists. He grew up in their lab, where they performed all sorts of surgical treatements on him, leaving his skin criss-crossed with scars. One day a dwarf artificer freed him, and the two of them escaped from the lab.
Valen lived with Dain, the dwarf artificer, for many years, prior to leaving to free others that were being used as Valen himself had been. He did this for a couple years before he became an outlaw, the powers-that-be of the land marking him as an outlaw due to his acts against labs in the area.
Dain suggest that Valen leave, and gave him a magical weapon as a departing gift. Having heard of islands that were being explored, Valen booked passage on a ship and left for these new lands to explore.
Magical item:
Glaive +1
Ability scores: 15 10 8 7 17 13
Here's hoping you'd allow a reroll since these don't even add up to 70 ... Ability scores: 8 12 12 13 12 13 ... I'm actually gonna drop one of those 12s to a 9 if you're OK with me using the second batch.
Class: Fighter
Xarprax Skaarzborroosh is a bounty hunter. Some might say he's not a very good bounty hunter ... but he's persistent. He's tracking one Phaendar Yinqen, an elf with sticky fingers, and Xarprax recently received a tip that Phaendar traveled to the islands.
Xarprax is a copper-scaled dragonborn. From the time he was very young, he loved to solve "mysteries". He drove his parents crazy with all of his "investigating". Truth is, he just had a really big imagination. As soon as he could, Xarprax began an apprenticeship with a dwarf bounty hunter named Sirhumin Mithrilbraids. Sirhumin had no idea what he was getting into when he agreed to take Xarprax under his wing. It wasn't long before he realized Xarprax was never going to make a good bounty hunter, but what the dragonborn lacked in smarts, he made up for in gumption and muscle. Sirhumin has considered many times severing the apprenticeship and sending Xarprax packing. But there's just something lovable about the big, copper dummy. Before he knew it, the apprenticeship was over. Xarprax had learned many things; it's not like he's a complete idiot. Sirhumin helped Xarprax file his official papers to become a licensed bounty hunter. As a "graduation" gift, Sirhumin gave Xarprax a pair of boots of elvenkind.
That was a decade and a half ago. The last 15 years haven't gone so well for Xarprax. For some reason, he hasn't been as successful on his own as he was with Sirhumin. In fact, he hasn't been able to track down and capture any of the marks he's sought. Here and there, he's had to take other jobs to make ends meet. He's found that he's a pretty good strong arm in an adventuring party. But he wants to be a bounty hunter! It's his heart's desire. Off and on, he's uncovered or been given leads about Phaendar Yinqen, a thief with a reputation for stealing things that are unstealable and never getting caught. If Xarprax could bring down the illusive Phaendar, he would finally make a name for himself. Now that he's tracked him to the islands, it's only a matter of time. Unfortunately, getting to the islands emptied his purse, so he needs to make some money immediately to keep up the investigation.
Name: Verrynia
Ability scores: 15 13 10 15 11 8
Class: Rogue (Inquisitive)
Race: Teifling
Background:
Verrynia joined the crew of the Poison Lust just over a year ago, helping to "acquire" the ship's wealth. After several months sailing the coast of the mainland, Captain Camus "The Snake" decided to try his luck in the Shimmercairns, hoping a raid on the mined metals would be profitable. He was wrong.
Verrynia emerged from the fight with her life, but not her freedom. She attempted to convince her captors that she had only joined up with the pirates under fear of death, but the guards weren't deceived enough to let her go completely. They were, however, convinced to let her out on a probation of sorts, after she suggested a bit of "community service" could right her wrongs. Now she is looking for a way to regain her freedom, acquire some coin, and have some fun.
Uncommon item (but actually just a common one): Candle of the deep
I've got a few ideas, let me roll stats to pare them down. I'm assuming its just 4d6b3? I ask because I noticed some of us are rerolling ones and some aren't.
Ability scores: 18 11 11 8 12 11
Attending Academy until November, slowdown in posts continue.
Sorry if the post was unclear. No rerolling 1s! Just roll 4 d 6 and use the best 3.
Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of GuildsThe Soggiest DM - In campaign: Boats, Rocks & RuffiansEira Whitefeather, Human Sorcerer/Warlock - In campaign: Death Inspectors ExpandedRoland "THUNDER HIPPO" Wolfscribe, Human Bloodhunter - In campaign: Core City: A Play-by-post Adventure
Ability scores: 11 15 15 15 7 18
Name: Smoking Mirror
Race: Tabaxi
Class: Cleric (Knowledge Domain)
Backstory: Coming Soon!
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Here's Gennal Rothelas, a sea-elf soulknife. Some minor adjustments to make, but here's some more information.
Born in the Resting Atoll, warmer waters south of the Shimmercairns, Gennal was the only child of two kelp farmers. When his father left the farm without a word, Gennal promised his mother he'd bring him back. That was 30 years ago, and the only thing Gennal carries from that time is an enchanted piece of coral and the memories of his youth.
After leaving his home in the Resting Atoll, Gennal fell in with the Guild of Thyséa, an association of cutthroats and cut-purses. He had hoped to use their information network to track down his father. While such a pursuit never bore fruit, Gennal found that there were many bad people in the world, and he was quite good at finding them and punishing them. For a fee, of course.
One such 'bad man' was a loan shark, Thoradin Delgin. When Thoradin crossed the Guild, they politely informed his clients they no longer needed to pay and chased him from their town.
Word has reached the guild that Thoradin is up to his old tricks in the Shimmercairns. Last seen in New Tosgon, there is no indication that he has allied with the Nine-Fingered Hand, and the Guild of Thyséa would prefer an old enemy of theirs not live long enough to make such powerful allies.
Gennal, with his talent for stealing life and coin, was dispatched for the dispatching.
Magic Items: The piece of coral he carries with him functions as a Luckstone.
Attending Academy until November, slowdown in posts continue.
Let's try my luck: Ability scores: 12 7 14 13 10 16
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Greetings, meet A'Patchy , an Aarakocra Ranger with an unusual patch of dark plumage on his breast that gave him his name.
Driven by wanderlust, A'Patchy left the Aerie and explored the many islands near his home, growing in skill and knowledge as he became more and more at home in the wild where the sea meets the land. One night, he heard the sounds of battle in the distance in the small coastal fishing village, and he flew to assist, raining down arrows from the sky on the undead attackers savaging the fishermen. By morning, the town had survived, but there were many injured. Communing with nature, A'Patchy felt a disturbance coming from a deep sea cave south of the village. Leading a group of brave townsfolk, he was able to defeat the remaining undead and their evil master who was bent on domination of the entire region!
As a thanks for his help, the villagers encouraged him to keep a portion of the treasure the Necromancer had been accumulating to finance his megalomaniacal plans--magic bracers that lent power to the impact of his arrows. Thinking the danger was over, A'Patchy rested well that night, but his dreams were haunted by foul creatures boiling up from the mines dug too deep in another, far larger island. When he woke up, he knew he had to go prevent this attack somehow, or at the very least, save the inhabitants of that island...and so, he began the long trip to the Shimmercairns.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ability scores: 12 4 12 15 8 10
Withdrawn
Ability scores: 4 15 15 11 11 4 (see how these turn out.)
Name: Sidney Sibbelence Sorciery
Race: Human
Class: Wizard (subclass pending)
Background: Scholar (custom sage)
Backstory: Sid is a wizard from a long line of accomplished wizards, he travels to Shimmercairns to seek a name for himself as he studies the melting patterns and their potential impact on the rest of the planet.
He brings with him eyes of minute seeing inherited from his grandfather.
Ability scores: 13 10 8 16 16 13
(idk what I did to make it say I manipulated dice rolls. If I manipulated rolls I'd get rid of that 5...)
Name: Hamon Ernala
Race: Half-Elf
Class: Paladin/Bard
Background: Soldier
Background: The whispers around town about Hamon used to say that his existence was proof that the gods had a sense of humor. He was strong as an ox, but dumb as one too. He was always a sweet and kind soul, and tried his hardest to learn but there was some sort of mental block that prevented him from understanding lessons in things like history and arithmetic. Everyone who got to know him became his friend; he had always had a way with making people feel like the best versions of themselves. His parents had no idea what to do with him, and eventually decided the best course of action would be to hand him over to the city watch to become a guard. After all, guards don't necessarily have to be the sharpest tools in the shed.
Hamon did well as a guard and became a skilled fighter. The training involved hours of religious study, which went over his head intellectually but brought him a sense of peace that came to be very important to him. He enjoyed the feeling of being a force for good in the world, even if he was never a big fan of the fighting part. If he had his choice, he would prefer to sit peacefully and sing a song rather than fight. After years of serving as a guard to his home town, he was assigned to be a guard at a great festival being held by a noble. The other guards on assignment had been sneaking drinks all night thinking that this was a safe and pointless assignment, but Hamon's sense of duty kept him away from the liquor. Because of this, he was the only one to notice the assassin sneaking up behind the noble and his family during the boisterous celebration. He was able to move quickly and thwart the assassination attempt, becoming a hero of the noble and his family. As a token of his immense gratitude, the noble bestowed upon Hamon a gift that he believed suited the young man well: a Headband of Intellect.
Hamon's life was forever transformed as soon as he had attuned to this new item. The whole world opened up to him; his mental block was gone. The consequence of this great boon, however, was that his mundane life as a guard was no longer enough to satisfy him. He still wanted to do good in the world, but now he also wanted to explore and learn. When he voiced these concerns to his newfound noble friend, the friend suggested that he speak with the local bardic college and helped Hamon escape his mundane city guard job. Hamon began to learn the arts of bardic performance and absorbed the history lessons with an insatiable thirst for knowledge. After some time, he decided he needed something more. He was beginning to hear tales of the Shimmercairns and decided this was the perfect opportunity for him. This was a place he could explore and discover what was previously unknown, and hopefully put a bit of good into the world on the way.
Magic Item: Headband of Intellect (this does seem kind of powerful for an uncommon item but it was also the only way I could come up with to deal with that 5... Also, INT 19 won't actually impact my combat effectiveness so I don't think it would necessarily be unbalanced. Let me know if you'd prefer that I change something)
Ability scores: 12 11 13 13 11 14
61 total? Absurd.
Ability scores: 8 12 15 8 10 14
67 is not much better. Get it together, dice.
Ability scores: 14 8 12 10 11 16
71 is acceptable.
Name: Kroneker the Vice Hunter
Race: Goblin
Class: Ranger / Monster Slayer
Alignment: Neutral Evil
Story:
Until very recently, Kroneker was one of the big shots, both literally and figuratively, among the kobold pirate crew The Smirking Stalkers. They found baby Kroneker as a stowaway some 20 years ago, God only knows what he was doing there at the time, and as luck would have it instead of eating him, they decided to keep him as a runt of the crew and teach him to shoot eventually. Probably just for laughs at first, but it turned out Kroneker had an uncanny talent with a crossbow, and after a couple of years he was able to compete with the best of them. After a lot of minor scuffles with jealous mates, and a few major ones, Kroneker rose to near the top of the food chain, again both literally and figuratively, under the new lizardman captain Volach.
Kroneker became the main lookout for the crew, and under his watchful and greedy gaze Volach plundered many a ship, a fact which was eventually rewarded with Eyes of the Eagle to make his job easier.
However, going near Shimmercairns was a mistake - after a few rich plunders, the ship was unceremoniously sunk by a privateer Nestor Crow. Kroneker only survived and escaped to shore because nobody bothered to double-check a goblin that was blown away in the chaos. And Kroneker will make them regret it sooner or later.
Feel free to use point buy or standard array if you don't like your rolled results!
Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of GuildsThe Soggiest DM - In campaign: Boats, Rocks & RuffiansEira Whitefeather, Human Sorcerer/Warlock - In campaign: Death Inspectors ExpandedRoland "THUNDER HIPPO" Wolfscribe, Human Bloodhunter - In campaign: Core City: A Play-by-post Adventure
Ability scores: 9 12 5 15 13 12
Welp... that pretty much sums up my luck. Taking point buy on this.
Name: Ceres
Race: Fire Genasi
Class: Lore Bard
Background: Scholar
Backstory: Ceres has made a small name for herself as a historian in the recent years. She has rather humble beginnings, being the only daughter of a hunter. Her father hoped she too would be a hunter, but soon found out that his daughter did not have what it took to be one. Her awareness of her surroundings was poor on most days. She had a natural wonder about the world around her, and how it became the way it did. Her father began to buy her books, to help satiate her curiosity. While her father was off hunting and she had nothing to read, she managed to teach herself how to tell good stories, and would often tell them on street corners for the fun of it, and to see if anyone else had stories to share. Sometimes she would even make a few coins. She managed to get the attention of a passing scholar, who offered to teach her. With her father's permission, Ceres agreed, and went with the scholar.
The two spent several years travelling together, as a master and apprentice. The two were a bit eccentric to some other scholars, though the two either did not notice or care. The two went to many sites, doing first hand research on various topics. Almost a decade after they began, her mentor decided to stop travelling. He was getting old, and travelling was getting harder. Ceres continued on, sending him letters about her findings until his death a year later. She began to work on a paper based around some of their findings together, which was her first true published work. It took nearly a year to finish, and she had felt the urge to continue to travel again. Upon hearing about the Shimmercairns, Ceres decided to travel there, to try and find something entirely new.
Magical Item: A Gem of Brightness. She found it in an old ruin, the stone buried under some rubble. She took it, at first thinking it was just some beautiful stone. Later, when going through what they found, the two figured out it was actually magical.
The ever growing document of character concepts can never be too long, can it?
Ability scores: 13 18 14 13 13 9
Name: Adas Dizlalin
Race: Wood elf
Class: Cleric/Forge domain
Background: Artisan
Backstory: Adas has always been involved heavily in hands on activities and grew up apprenticed to the local woodworkers with both carpentry and smaller production. His talent was unrivaled and he soon found himself devoting his life to the artisan path of the divine as a priest of Solonor Thelandira. His skill in smithing has also raised his stature as he took to the wilds, bringing his abilities to bear on the enemies of the elves.
While his time on the mainland was fruitful it was the rumours of odd and new material resources that was found on the islands in the Shimmercairns. So he packed his belongings and traveled in search of new metals or woods to enhance his craft and honor his god.
Ability scores: 15 7 12 11 9 8
Tommy Jolan - Human v (medium Armor mastery) - Vengeance Paladin - Criminal
Tommy was part of a crew of spies, infiltrating a criminal organization, The Gorgons. However, someone turned, and betrayed the spies to the criminals. Tommy is chasing him down, and has narrowed it down to Oyjan. However, it seems like there’s plenty of scum to clean up while he’s here. He could have as much work as he wants for years, if he hangs out. Tommy can’t wait.
https://www.dndbeyond.com/profile/nschrock/characters/24796304
i replaced chain mail with scale mail so he could take advantage of medium Armor mastery, which seems like a fair trade off, but let me know if you don’t like it.
I’m speculating on having his spell focus be a square shaped locket with a portrait of the traitor inside.
Paladin - warforged - orange