No more than a week ago, a large island was discovered just off the coast of the city of Waterdeep. This island could not have existed beforehand, merely overlooked until now, as its location intersected with the paths that several vessels often took when leaving Waterdeep. Instead, it seems that the island only recently appeared. Its method of doing so is unknown. Adding to the mystery is the fact that sailors that have witnessed it have given conflicting descriptions of its appearance. Perhaps illusions are the cause of this? More research is needed. More worryingly, those that have gone to explore the island have not returned. Their fates are unknown. Several other anomalous features of this island have been noted. Strange water, square shape, perpetual fog, bodies. I feel I must examine this island in person. I shall depart this afternoon. If I do not return, tell Aina that I'm sorry, and that I love her very much.
Signed, Sladek the Blue, Watchful Order Magist
When Saberhagen, the green-bearded mage that approached your party on the streets of Waterdeep, finishes reading the notes out loud, he folds them up and places them in his pocket, then turns to your party.
"Well, there it is. Sladek went to investigate this island, and we haven't heard from him since. We fear the worst. Sladek was... er... is an extremely useful asset to the Watchful Order, and we are willing to go to great expenses to have him returned safely to us. And when I say great expenses, I mean it. The Watchful Order has very deep pockets. So, adventurers, will you take the job? Will you rescue Sladek from this "Changing Island"?"
Alright.
Now that the intro's all said and done, you're probably going to ask, "Wow, Woobydoobydoo, that adventure looks really cool! How can I submit my character?" Fear not, for I shall tell you!
Level: Six Faces of Death is an adventure for a party of 12th level(on average) adventurers. So. You're level 12.
Race: Anything from official sources. Yes, that includes things from settings other than Faerun. Why? I dunno, why not? However, if you're using a race from another setting, your backstory should explain why you exist in this setting.
Class: Anything from Official Sources/UA/Critical Role. So basically everything. Subclasses follow the same guidelines.
Ability Scores: 4d6, drop lowest, reroll ones once. Assign them wherever you want.
Background: Official Sources.
Equipment: Starting Equipment + 5,000 gp + 1d10 x 250 gp + 2 uncommon magic items
Alignment: No evil, don't be chaotic stupid/a murderhobo/all the other bad things that no one wants to play with.
Character Application:
Name:
Race/Class:
Background:
Ability Scores:
Equipment(Magic items and rolls):
Alignment:
Backstory(make sure to make it good, as this is one of the things I'll be looking at to see if I want you in the campaign):
This post has potentially manipulated dice roll results.
Rolling Ability Scores, will update with character: Ability scores: 151213151212
Name: Armgrun Morigate
Race/Class: Dwarf Paladin
Background:
Armgrun is a member of the Knights of Myth Drannor, he saw the good that they did and heard stories of their deeds and grew to be just as good as one of them. He trained and became a paladin doing all he could to get the attention of the Knights and eventually did. He worked as hard as he could within the order leading him on more of an errand mission to Waterdeep, where he met Saberhagen and decided to try out this mission, seeing that it could be a great opportunity to be more recognized in the guild.
Ability Scores: 151814141612
Equipment(Magic items and rolls): 5k gp + 5 Gp x 250. Magic items are Cloak Of The Manta Ray and a +1 Greatsword
“You’re looking for a man? I’m good at that. You’re looking for a mage? No one is better than I. I’ve spent my entire career looking for people who couldn’t or didn’t want to be found. Magic makes it especially difficult, so I took to their trainings. Learning their ways, picking up on their secrets, honing in on their dedications. You got big pockets? Good, you’re going to need them; I’m in.”
A slender elf with with dark brown hair and green eyes. Archibald has made a living working as a sleuth in the streets. All to familiar of the sabotage, subterfuge, and competition of the wizards of Waterdeep. People go missing, research gets stolen. You want it back? Archibald is the one to hire.
This post has potentially manipulated dice roll results.
Ability scores: 131512161617
Name: Ryin Lustre
Race/Class: Var. Human Wizard (Illusion)
Background: Sage
Ability Scores: 10, 10, 12, 12, 14, 17
Equipment(Magic items and rolls): Wand of Magic Missiles, Pearl of Power 7 x250
Alignment: Neutral
Backstory(make sure to make it good, as this is one of the things I'll be looking at to see if I want you in the campaign): Ryin was born to wizard parents in Silverymoon, almost ensuring his future career. He spent the early part of his life striving to be the best in his class, quite a feat in the Conclave. He succeeded, becoming unusually gifted at illusion magic. After graduating, he was offered a position as a researcher and professor at the Conclave. His treatises on illusions are world renowned, and few are his superior in the school. He seeks to completely master the use of illusions, and will seek out new knowledge anywhere he can find it. When rumors about an island that appeared near Waterdeep out of nowhere, he immediately teleported to the city and began hunting information.
Equipment(Magic items and rolls): Longsword +1, Shield +1, wealth: 6 1750 + 5000= 6750 total
Alignment: Lawful Good
Backstory: This is not Eberron. Eberron is more...hostile. From what he can remember, he was "forged" this way, awakened in a creation forge several years ago. Created to fight. Given a sword and a shield and the order to train, defend and fight. He took to it easily, the movements burned into his mind. Shield up, deflect momentum to the side, quick stab with the sword, comrade to the side, shield up to block, push to interrupt, both attack... Lines held, enemies fell. Rinse, recycle, repeat day in and day out. That is until the event.
Magic, Eberron ran off of magic, and magic can be unpredictable. Taken from his unit, Rook was to "be transported" from one out-post to another. Something that would more cost effective if it worked. Rook followed orders and Rook ended up in smoking hole in the group in the middle of the field. He picked himself up and started walking. Finding a community and questioning the residents there, he determined that he was not in Eberron. For days he walked and thought as he had no orders to follow. Eventually, he settled on his prime directive, protect. With shield and sword, he continues to wander and protect and sometimes, he even gets paid for it.
Seb had a disreputable childhood in the slums of Baldur's Gate, starting early as a thief. At 19 he was banished after 'someone' added an accurate anatomical drawing to the sign outside the Duke's Head Pub. Seb will tell you this story, admitting nothing, but if plied with enough ale will tell you that "no one said which head."
Needing to leave town quickly, Seb bartered passage on a smuggling ship and spent the next fifteen years travelling on a variety of semi-legal to outright pirate ships. Seb is charismatic but not very intelligent and regularly gambles money and loses. Therefore he is always on the hunt for profitable work.
Many sailors have a girl in every port, but there are others on every ship who find companionships with their comrades. Everyone knows that these arrangements lead to crewmates fighting all the more fiercely, so no one bats an eye when Seb emerges, rumpled, from the spare sail locker.
This post has potentially manipulated dice roll results.
Ability scores: 161413121214
Name: Aka
Race/Class: Yuan-Ti Pureblood/Sorcerer
Background: Faction Agent
Equipment(Magic items and rolls): 5,000 gp + 3 x 250 gp = 6000 GP, Cloak of Protection, Wand of the War Mage +1
Alignment: Chaotic Good
Backstory(make sure to make it good, as this is one of the things I'll be looking at to see if I want you in the campaign):
Being an outcast in my tribe I was always shunned and disliked. The only reason I was allowed to live, at least this is what they have told me, is that a human woman with a gold aura around here, came to the village one night and told the elder to raise me as one of their own and she would return one day to claim me. I hated my life as I could not stand the way the tribe dealt with anyone that came near. They were always cruel and would always attack on sight. They attempted to teach me their ways but I resented all of it. I could not understand why they had to live such a life, why they couldn't help those around them that needed help. Which is why I was beat mercilessly whenever I would not do what I was told.
Then one night, as I was being beaten, my eyes flashes with a golden hue and an innate magical ability awoke inside of me and 3 globes of pure golden light burst out of me slamming into my assailants knocking them unconscious. Since that time my "tribe" feared me and I knew one of these nights I would be killed. It was time to leave and so I finally made my way to the City of Waterdeep. Eventually I made some connections and was invited to join the "Gray Hands" in defense of the city and that is how I met my current group of friends and adventuring partners.
I have never looked back, though every now and then I do think back on that human woman and I wonder if I will ever see her.
This post has potentially manipulated dice roll results.
Ability scores: 101510141211
Equipment: Starting Equipment + 5,000 gp + 1d10 x 250 gp + 2 uncommon magic items 10
Name: Thorben
Race/Class: Loxodon / Rogue
Background: Urchin
Equipment(Magic items and rolls): headband of intellect, ring of water walking
Alignment: CG
Backstory: Thorben joined a thieves guild before he could even speak. Adopted by the thieves Thorben the orphan was uniquely trained from birth. Often considered by his peers to be the best thief of all time. He just was born into the wrong body was the only thing that held him back at all. Thorben was obsessed with knowledge and magic. He has always gone out of his way to study when he can obsesses mostly about stealing and wielding magic items most can’t unless they have been studying magic their whole lives as spellcasters.
Backstory: Renn was raised to fight and follow orders. It was all she knew. She was good at it, although deep inside she felt empty. She never knew family or love just the unit and orders. Always the orders. What to do, how to dress, what to eat, what to kill. Always order in all things. A perfect existence for a true GIthyanki warrior. She rose in the ranks to Lieutenant and was second-in command of an ill-fated mission to travel to the Prime and wipe out an orc village as a training exercise. Captain Tex'lor had the command. The soldiers were green and untested, even the other lieutenant was fresh from the Academy. What should have been a quick strike turned into a bloodbath. Their scouting failed to pick up that a High Chief and his entourage were visiting. Tex'lor fell, and Renn tried to sound a retreat to their portal, only to find that Tex'lor, in hid arrogance had dismissed it. Her chain of command gone, her orders useless, Renn did the only thing she could and fled. She traveled up and down the Sword Coast, searching for a way home. After some struggle, and some help from kind strangers, Renn began to actually think about what she wanted, and realized she liked the taste of freedom. She began helping people, not for glory, not for honor, but simply because it was right. She fell in with a group of adventures, where she became quite rich,but parted ways when her ideals of goodness and freedom conflicted with greed. Now she is free again, moving where the wind takes her. Perhaps over the sea?
This post has potentially manipulated dice roll results.
Name: Talisa Tagor
Race/Class: Human Wizard
Background: Noble
Ability Scores: 91110141013 re-roll lowest 10
Equipment(Magic items and rolls): 1d10 x 250 gp 1x250 = 2000 + 5000 = 7000
Alignment: Neutral
Backstory:
Talisa comes from a noble and wealthy family. She was raised to become a perfect member of high society - a perfect wife to a noble man, versed in all aspects of court life with all it's intrigues and escapades.
The wealth and power (if indirect) were hers but she found something that gave more power than she could dream of - Magic. As any noble child with affinity to magic she was trained to control it, but in her case training opened up the unquenchable thirst for more. And if at first magic was studied only as a mean to control others and protect herself, now days it's more about knowledge itself, power comes as a result and is not a goal but something obvious to have.
Her husband conveniently died in a few years of marriage, leaving her rich enough and free to do what she wanted - study magic.
She made a name to herself among the mages. And though her specialization - Necromancy - raises some brows and yield her the nick name "Black Widow" (behind the back, of course) - her authority in this area is unquestionable.
Talisa is indeed well-bred: good manners, politeness and patience were drilled to deep in her to be ever lost. "Even in passion you have to look decent" - was the motto. And so she is. But her hunger for knowledge makes her do ... questionable things - like tolerating company of low-borns, even travelling with them as if they were equals. But if this is the price - she will pay it.
The new island is an opportunity! Several, in fact - new knowledge, undiscovered artifacts, ability to rescue (hence, prove her superiority) another mage, and test to her powers she worked so hard for and wishes to demonstrate. Noble goals are way secondary to that list, but does it matter if results are the same?
This post has potentially manipulated dice roll results.
Name: Helena Cain
Race/Class: Half Elf/Rogue/Assassin
Background: City Watch
Ability scores:131616141414
Equipment(Magic items and rolls): Magic Items are Cloak of Elvenkind and Slippers of Spider Climb. Wealth: 2 x 250
Alignment: Chaotic Good
Backstory: Helena grew up admiring her parents. Both were a part of the town's guard and everyday, they fought and put their lives on the line to protect the people. She grew up wanting to be just like them and eventually joined the towns guard herself. She was a young and proud new recruit for but a week before all her dreams were shattered. It turned out that both the towns guard and her parents were corrupt. She watched as her parents ignored an innocent man being beaten as a bag of coins was placed into their hands. She tried to expose the corruption, reporting it to the higher ups but all she got was a servere warning. If she were to interfere in their "business", she would see her own blood split. Her parents loved her, of course, and warned her as well, to simply accept it. For months, she tried to turn a blind eye to the pain and suffering of the people. But eventually, it became too much and she began to complie evidence of the corruption. When she had finally gathered enough, she struck down the corrupt captain and exposed the towns guard as well as the wealthy families that had paid then off. She didn't stay in town to see how things turned out. She was too afraid to confront reality because... what if she just made things worst? But, as she left home, she swore to protect the innocent and to strike down any corruption she encountered.
This post has potentially manipulated dice roll results.
Ability scores: 1116761514
Rolling for hp: 61 + 6 (i changed the value of dice for hp because I rolled more dice than I should have by accident. Again)
Gold 6
Name: Inspector Maverick
Race/Class: Lightfoot Halfling Bard 10/ Paladin 2
Background: Criminal/spy
Equipment: Goggles of Night and Cloack of Protection( I also spent some money on studded leather and a shield, and for the spell component for scrying, if that’s ok)
Alignment: Lawful Neutral
Backstory: Inspector Maverick was not always an inspector as you may already have deduced. He was born and raised by a family of holdings living in a city and leading a normal life among others. His mother was a teacher and his father was a painter, thus they lived a modest life with little luxury. He always strived to be an artist of sorts but due to his mother’s influence he was persuaded to pursue a more academic profession. Through years of study Maverick made his way into the top level of professors in the University. His field was musical theory and practice. However, he was shun upon by the most of his colleagues and students for not being as classy as them, this continual isolation lead to similar growth of lust for other means of time spending, which eventually evolved into substance abuse. This then drove Dr.Macerick towards murder of numerous of his colleagues and he was put away in prison for some time. There he was picked up by an agency after 20 years in it, and he was trained to become an undercover detective. At this point he has already retired and started working as PI and decided to take on this job. To this day some part of him hates the name Dr. Maverick and those who speak it. His whole expirience lead him to believe that a person must have a personal code of order and operate on that rather than laws and expectations of those around them. To this instance he still struggles with his past and what he is at this point.
No more than a week ago, a large island was discovered just off the coast of the city of Waterdeep. This island could not have existed beforehand, merely overlooked until now, as its location intersected with the paths that several vessels often took when leaving Waterdeep. Instead, it seems that the island only recently appeared. Its method of doing so is unknown. Adding to the mystery is the fact that sailors that have witnessed it have given conflicting descriptions of its appearance. Perhaps illusions are the cause of this? More research is needed. More worryingly, those that have gone to explore the island have not returned. Their fates are unknown. Several other anomalous features of this island have been noted. Strange water, square shape, perpetual fog, bodies. I feel I must examine this island in person. I shall depart this afternoon. If I do not return, tell Aina that I'm sorry, and that I love her very much.
Signed, Sladek the Blue, Watchful Order Magist
When Saberhagen, the green-bearded mage that approached your party on the streets of Waterdeep, finishes reading the notes out loud, he folds them up and places them in his pocket, then turns to your party.
"Well, there it is. Sladek went to investigate this island, and we haven't heard from him since. We fear the worst. Sladek was... er... is an extremely useful asset to the Watchful Order, and we are willing to go to great expenses to have him returned safely to us. And when I say great expenses, I mean it. The Watchful Order has very deep pockets. So, adventurers, will you take the job? Will you rescue Sladek from this "Changing Island"?"
Alright.
Now that the intro's all said and done, you're probably going to ask, "Wow, Woobydoobydoo, that adventure looks really cool! How can I submit my character?" Fear not, for I shall tell you!
Level: Six Faces of Death is an adventure for a party of 12th level(on average) adventurers. So. You're level 12.
Race: Anything from official sources. Yes, that includes things from settings other than Faerun. Why? I dunno, why not? However, if you're using a race from another setting, your backstory should explain why you exist in this setting.
Class: Anything from Official Sources/UA/Critical Role. So basically everything. Subclasses follow the same guidelines.
Ability Scores: 4d6, drop lowest, reroll ones once. Assign them wherever you want.
Background: Official Sources.
Equipment: Starting Equipment + 5,000 gp + 1d10 x 250 gp + 2 uncommon magic items
Alignment: No evil, don't be chaotic stupid/a murderhobo/all the other bad things that no one wants to play with.
Character Application:
Name:
Race/Class:
Background:
Ability Scores:
Equipment(Magic items and rolls):
Alignment:
Backstory(make sure to make it good, as this is one of the things I'll be looking at to see if I want you in the campaign):
Character Link:
"Ignorance is bliss, and you look absolutely miserable."
Rolling Ability Scores, will update with character: Ability scores: 15 12 13 15 12 12
Name: Armgrun Morigate
Race/Class: Dwarf Paladin
Background:
Armgrun is a member of the Knights of Myth Drannor, he saw the good that they did and heard stories of their deeds and grew to be just as good as one of them. He trained and became a paladin doing all he could to get the attention of the Knights and eventually did. He worked as hard as he could within the order leading him on more of an errand mission to Waterdeep, where he met Saberhagen and decided to try out this mission, seeing that it could be a great opportunity to be more recognized in the guild.
Ability Scores: 15 18 14 14 16 12
Equipment(Magic items and rolls): 5k gp + 5 Gp x 250. Magic items are Cloak Of The Manta Ray and a +1 Greatsword
Alignment: Lawful Good
Character Link: https://ddb.ac/characters/14795274/1SDaLf
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Name: Archibald X’vyll
Race/Class: Eladrin Eldritch Knight
Background: Urban bounty hunter
Ability Scores: 13 16 14 11 11 13
Equipment(Magic items and rolls): Headband of Intellect, Weapon,+1 1d10 roll: 3
Alignment: Neutral Good
“You’re looking for a man? I’m good at that. You’re looking for a mage? No one is better than I. I’ve spent my entire career looking for people who couldn’t or didn’t want to be found. Magic makes it especially difficult, so I took to their trainings. Learning their ways, picking up on their secrets, honing in on their dedications. You got big pockets? Good, you’re going to need them; I’m in.”
A slender elf with with dark brown hair and green eyes. Archibald has made a living working as a sleuth in the streets. All to familiar of the sabotage, subterfuge, and competition of the wizards of Waterdeep. People go missing, research gets stolen. You want it back? Archibald is the one to hire.
https://ddb.ac/characters/14798278/VYzYpc
Ability scores: 13 15 12 16 16 17
Name: Ryin Lustre
Race/Class: Var. Human Wizard (Illusion)
Background: Sage
Ability Scores: 10, 10, 12, 12, 14, 17
Equipment(Magic items and rolls): Wand of Magic Missiles, Pearl of Power 7 x250
Alignment: Neutral
Backstory(make sure to make it good, as this is one of the things I'll be looking at to see if I want you in the campaign): Ryin was born to wizard parents in Silverymoon, almost ensuring his future career. He spent the early part of his life striving to be the best in his class, quite a feat in the Conclave. He succeeded, becoming unusually gifted at illusion magic. After graduating, he was offered a position as a researcher and professor at the Conclave. His treatises on illusions are world renowned, and few are his superior in the school. He seeks to completely master the use of illusions, and will seek out new knowledge anywhere he can find it. When rumors about an island that appeared near Waterdeep out of nowhere, he immediately teleported to the city and began hunting information.
Character Link: https://ddb.ac/characters/14939954/o4CM2P
Back and ready to DM and chew bubblegum. And I'm alllll outta bubblegum.
Ability scores: 16 18 14 14 14 15
Character to come.
Ryndar Shadowsbane - Lvl 3 Eldarin Fighter | Kassar - Lvl 2 Lizardfolk Druid (Circle of Stars) | Finnegan (Finn) Taggert - Lvl 1 Human Cleric (Peace Domain) |
Verdan Schmidt - Lvl 2 Half-Elf Bard | Grithik - Lvl 5 Deep Gnome Warlock (Celestial)
Ability scores: 12 15 9 13 12 8
Name: Rook
Race/Class: Warforged Fighter-Battle Master
Background: Soldier
Ability Scores: Strength 20, Dexterity 14, Constitution 16, Intelligence 13, Wisdom 12, Charisma 10
Equipment(Magic items and rolls): Longsword +1, Shield +1, wealth: 6 1750 + 5000= 6750 total
Alignment: Lawful Good
Backstory: This is not Eberron. Eberron is more...hostile. From what he can remember, he was "forged" this way, awakened in a creation forge several years ago. Created to fight. Given a sword and a shield and the order to train, defend and fight. He took to it easily, the movements burned into his mind. Shield up, deflect momentum to the side, quick stab with the sword, comrade to the side, shield up to block, push to interrupt, both attack... Lines held, enemies fell. Rinse, recycle, repeat day in and day out. That is until the event.
Magic, Eberron ran off of magic, and magic can be unpredictable. Taken from his unit, Rook was to "be transported" from one out-post to another. Something that would more cost effective if it worked. Rook followed orders and Rook ended up in smoking hole in the group in the middle of the field. He picked himself up and started walking. Finding a community and questioning the residents there, he determined that he was not in Eberron. For days he walked and thought as he had no orders to follow. Eventually, he settled on his prime directive, protect. With shield and sword, he continues to wander and protect and sometimes, he even gets paid for it.
Character Link: ddb.ac/characters/14797694/cUwkXy
https://www.dndbeyond.com/profile/Bduds2006/characters/14797694
Updated the character application section.
"Ignorance is bliss, and you look absolutely miserable."
Looking at a fighter to build up some of my stats, but have to ask, are feats allowed?
Character Application:
Name: Sebastian Hornigold
Race/Class: Human Rogue
Background: Sailor -- sometimes pirate
Ability Scores: S 10, D 16,C 12, I 8, W 12, CH 16
Equipment(Magic items and rolls): Dungeoneers pack; cloak of the manta ray, stone of good luck
cloak of the manta ray
stone of good luck (luckstone)
Wealth: 8 X 250 = 2000 + 5000 = 7000
Alignment: chaotic neutral
Backstory:
Seb had a disreputable childhood in the slums of Baldur's Gate, starting early as a thief. At 19 he was banished after 'someone' added an accurate anatomical drawing to the sign outside the Duke's Head Pub. Seb will tell you this story, admitting nothing, but if plied with enough ale will tell you that "no one said which head."
Needing to leave town quickly, Seb bartered passage on a smuggling ship and spent the next fifteen years travelling on a variety of semi-legal to outright pirate ships. Seb is charismatic but not very intelligent and regularly gambles money and loses. Therefore he is always on the hunt for profitable work.
Many sailors have a girl in every port, but there are others on every ship who find companionships with their comrades. Everyone knows that these arrangements lead to crewmates fighting all the more fiercely, so no one bats an eye when Seb emerges, rumpled, from the spare sail locker.
Character Link: (updated)
https://www.dndbeyond.com/profile/Purplebook/characters/14796503
Ability scores: 16 14 13 12 12 14
Name: Aka
Race/Class: Yuan-Ti Pureblood/Sorcerer
Background: Faction Agent
Equipment(Magic items and rolls): 5,000 gp + 3 x 250 gp = 6000 GP, Cloak of Protection, Wand of the War Mage +1
Alignment: Chaotic Good
Backstory(make sure to make it good, as this is one of the things I'll be looking at to see if I want you in the campaign):
Being an outcast in my tribe I was always shunned and disliked. The only reason I was allowed to live, at least this is what they have told me, is that a human woman with a gold aura around here, came to the village one night and told the elder to raise me as one of their own and she would return one day to claim me. I hated my life as I could not stand the way the tribe dealt with anyone that came near. They were always cruel and would always attack on sight. They attempted to teach me their ways but I resented all of it. I could not understand why they had to live such a life, why they couldn't help those around them that needed help. Which is why I was beat mercilessly whenever I would not do what I was told.
Then one night, as I was being beaten, my eyes flashes with a golden hue and an innate magical ability awoke inside of me and 3 globes of pure golden light burst out of me slamming into my assailants knocking them unconscious. Since that time my "tribe" feared me and I knew one of these nights I would be killed. It was time to leave and so I finally made my way to the City of Waterdeep. Eventually I made some connections and was invited to join the "Gray Hands" in defense of the city and that is how I met my current group of friends and adventuring partners.
I have never looked back, though every now and then I do think back on that human woman and I wonder if I will ever see her.
Character Link:
https://www.dndbeyond.com/characters/14802368/DSfd5e
@Bduds2006 yes, feats are allowed.
@Purplebook remember to roll a 1d10 under equipment to determine starting gold. Also, use a shareable link, please.
"Ignorance is bliss, and you look absolutely miserable."
Fixed the link, I think, and edited wealth
Ability scores: 10 15 10 14 12 11
Equipment: Starting Equipment + 5,000 gp + 1d10 x 250 gp + 2 uncommon magic items 10
Name: Thorben
Race/Class: Loxodon / Rogue
Background: Urchin
Equipment(Magic items and rolls): headband of intellect, ring of water walking
Alignment: CG
Backstory: Thorben joined a thieves guild before he could even speak. Adopted by the thieves Thorben the orphan was uniquely trained from birth. Often considered by his peers to be the best thief of all time. He just was born into the wrong body was the only thing that held him back at all. Thorben was obsessed with knowledge and magic. He has always gone out of his way to study when he can obsesses mostly about stealing and wielding magic items most can’t unless they have been studying magic their whole lives as spellcasters.
Character Link: https://www.dndbeyond.com/profile/YoFizz/characters/14808938
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Ability scores: 14 9 16 14 10 13
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Name: Renn
Race/Class: Githyanki Fighter (Eldritch Knight)
Background: Far Traveler
Ability Scores: 16 12 17 16 14 7
Equipment(Magic items and rolls)
Greatsword +1; Boots of Striding and Springing
9 x 250 +5000 -1500 (plate)= 5750gp
Nonmagical equipment to be worked out.
Alignment: Chaotic Good
Backstory:
Renn was raised to fight and follow orders. It was all she knew. She was good at it, although deep inside she felt empty. She never knew family or love just the unit and orders. Always the orders. What to do, how to dress, what to eat, what to kill. Always order in all things. A perfect existence for a true GIthyanki warrior.
She rose in the ranks to Lieutenant and was second-in command of an ill-fated mission to travel to the Prime and wipe out an orc village as a training exercise. Captain Tex'lor had the command. The soldiers were green and untested, even the other lieutenant was fresh from the Academy. What should have been a quick strike turned into a bloodbath. Their scouting failed to pick up that a High Chief and his entourage were visiting. Tex'lor fell, and Renn tried to sound a retreat to their portal, only to find that Tex'lor, in hid arrogance had dismissed it. Her chain of command gone, her orders useless, Renn did the only thing she could and fled.
She traveled up and down the Sword Coast, searching for a way home. After some struggle, and some help from kind strangers, Renn began to actually think about what she wanted, and realized she liked the taste of freedom. She began helping people, not for glory, not for honor, but simply because it was right. She fell in with a group of adventures, where she became quite rich,but parted ways when her ideals of goodness and freedom conflicted with greed.
Now she is free again, moving where the wind takes her. Perhaps over the sea?
Link: https://ddb.ac/characters/8633084/CApwKa
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Name: Talisa Tagor
Race/Class: Human Wizard
Background: Noble
Ability Scores: 9 11 10 14 10 13 re-roll lowest 10
Equipment(Magic items and rolls): 1d10 x 250 gp 1x250 = 2000 + 5000 = 7000
Alignment: Neutral
Backstory:
Character Link: https://www.dndbeyond.com/profile/BlueBayou/characters/14696155
P.S. For some reason dice rolls keep changing. Initial rolls are on the picture:
Meili Liang Lvl 5 Monk
Dice
Name: Irene Gray
Race/Class: Rogue Swashbuckler/Shadow Sorcerer/Gloom stalker Ranger
Ability scores: 10 13 16 16 15 17
Equipment(Magic items and rolls): Cap of Water Breathing, Repeating hand crossbow
1d10 x 250 gp 10 =6750
Alignment: Chaotic Neutral with good tendancies
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ability Scores: Ability scores: 15 11 12 8 17 15
Name: Helena Cain
Race/Class: Half Elf/Rogue/Assassin
Background: City Watch
Ability scores: 13 16 16 14 14 14
Equipment(Magic items and rolls): Magic Items are Cloak of Elvenkind and Slippers of Spider Climb. Wealth: 2 x 250
Alignment: Chaotic Good
Backstory: Helena grew up admiring her parents. Both were a part of the town's guard and everyday, they fought and put their lives on the line to protect the people. She grew up wanting to be just like them and eventually joined the towns guard herself. She was a young and proud new recruit for but a week before all her dreams were shattered. It turned out that both the towns guard and her parents were corrupt. She watched as her parents ignored an innocent man being beaten as a bag of coins was placed into their hands. She tried to expose the corruption, reporting it to the higher ups but all she got was a servere warning. If she were to interfere in their "business", she would see her own blood split. Her parents loved her, of course, and warned her as well, to simply accept it. For months, she tried to turn a blind eye to the pain and suffering of the people. But eventually, it became too much and she began to complie evidence of the corruption. When she had finally gathered enough, she struck down the corrupt captain and exposed the towns guard as well as the wealthy families that had paid then off. She didn't stay in town to see how things turned out. She was too afraid to confront reality because... what if she just made things worst? But, as she left home, she swore to protect the innocent and to strike down any corruption she encountered.
Character Link: https://ddb.ac/characters/14815248/iivCzp
Ability scores: 11 16 7 6 15 14
Rolling for hp: 61 + 6 (i changed the value of dice for hp because I rolled more dice than I should have by accident. Again)
Gold 6
Name: Inspector Maverick
Race/Class: Lightfoot Halfling Bard 10/ Paladin 2
Background: Criminal/spy
Equipment: Goggles of Night and Cloack of Protection( I also spent some money on studded leather and a shield, and for the spell component for scrying, if that’s ok)
Alignment: Lawful Neutral
Backstory: Inspector Maverick was not always an inspector as you may already have deduced. He was born and raised by a family of holdings living in a city and leading a normal life among others. His mother was a teacher and his father was a painter, thus they lived a modest life with little luxury. He always strived to be an artist of sorts but due to his mother’s influence he was persuaded to pursue a more academic profession. Through years of study Maverick made his way into the top level of professors in the University. His field was musical theory and practice. However, he was shun upon by the most of his colleagues and students for not being as classy as them, this continual isolation lead to similar growth of lust for other means of time spending, which eventually evolved into substance abuse. This then drove Dr.Macerick towards murder of numerous of his colleagues and he was put away in prison for some time. There he was picked up by an agency after 20 years in it, and he was trained to become an undercover detective. At this point he has already retired and started working as PI and decided to take on this job. To this day some part of him hates the name Dr. Maverick and those who speak it. His whole expirience lead him to believe that a person must have a personal code of order and operate on that rather than laws and expectations of those around them. To this instance he still struggles with his past and what he is at this point.
https://www.dndbeyond.com/profile/PlaqueInquisitor/characters/14815434