in a few weeks, D&Ds new adventure will hit the shops and i will be running a campaign here on DnD Beyond. I also run a Lost Mines of Phandelpher campaign here and to to give you an idea about the speed of my game, after 14 months we are coming up on weave echo cave at the moment. Especially during holidays i have a demanding RL schedule and while i always try to reply at least once per day, there are periods where a plot advancing posts may take a week.
To help me chose the players for this game, i will be running a skill challenge. You are in one of the villages of Tentowns and your luck and gold is running low. As a desperat last gamble you and 3 other people pool all your gold together to rent a boat from one of the locals in a desperate attempt to catch one of the famous knucklehead trouts and get enough money from it to survive a bit longer here.
Create a lvl 1 character here. Name, race, class. All official classes are allowed. For race please choose one that fits within Faerune. You will have to do some convincing if you choose one of the more exotic Ravnika or Eberon races.
For stats use Pointbuy or Standard.
You can Use the Heroic Chronicals to inspire your creation. Each character can roll one d20 on the Fateful Moments table either here :
or in the Exploreres Guide to Wildemount. You roll the d20 once in your first post here and then you can chose wich table you want to use.
You start with a set of travel cloths, winter cloths, a dagger, a simple weapon of your choice (including 20 piece of ammunition if needed) and a Explorer's Pack. Your background and your Fateful Moment may grant you money or equipment beyond that.
This means no armor, no shields, no arcane focus, no material components. If you choose the find familiar spell introduce your companion as well please. Any CR 0 beast is allowed. You do have your familiar but no components to summon it again or change its shape. I intentional put this limitation on, because i do not know yet how the adventure will start and i rather give you equipment later, then taking it away.
Once you post your character here, find other people to build groups of 4 and PM me with the members of your group. Those groups are only for the skill challenge and are not the final selection.
This post has potentially manipulated dice roll results.
Name: Alkaios Pharae
Race: Human (Variant)
Class: Warlock / The Hexblade
Background: Spy
Fateful Moment:4
Backstory:
Alkaios is the son of a cobbler from Baldur's Gate. He and his younger sister grew up in a loving envionment and although their family wasn't particularly rich, they still lacked for nothing. Things changed when he was sixteen years old and both of his parents fell victim to an infectious illness. To provide for his sister and to pay the debts he had inherited from his father, Alkaios enlisted in the Flaming Fist. For some years, he then served various high ranking officers as adjutant and steward, before an affair with the wife of a senior commander earned him a rather miserable posting. He was sent far north to Ten-Towns, where he served as the eyes and ears of the mercenary company in one of the remotest regions of Faerûn.
On his way north while traveling with a detachment of Flaming Fist soldiers, Alkaios and others became prisoner of a cult dedicated to the Dead Three. Most of them died in captivity sacrificed to the cultist's evil Gods, but with the help of a grizzled half-orc sergeant he managed to escape his captors. During his escape Alkaios got hold of a longsword. A weapon which he took with him to Ten-Towns. A weapon, which held a secret as he soon found out.
Today Alkaios spends his time freezing in the norther reaches of the continent, exploring the new magical abilities that manifested after he took the sword in his possesion.
To clarify: you will select players based on a roll during a skillcheck? Instead of trying to determine quality players/frequent posters or based on a good character for the group?
It will be a skill challenge , not a single roll of a dice. Basically you will rp going fishing with three other strangers on a lake trying to capture a large fish with an ivory head. The selection won‘t be based on the roll of the dice, but how you roleplay (wich will be influenced by the roll of several dice).
If you are worried about the composition of the group itself, i will take the makeup of the group into account when selecting the players, but it will only be a minor concern. Subclasses, feats, equipment, multiclass and minor adjustments to the adventure itself can take care of many problems and i think a group that needs to overcome a challenge is more interesting then a perfectly balanced one. Also i do not know the adventure yet, so i can not say what skills and classes may or may not be usefull.
It will be a skill challenge , not a single roll of a dice. Basically you will rp going fishing with three other strangers on a lake trying to capture a large fish with an ivory head. The selection won‘t be based on the roll of the dice, but how you roleplay (wich will be influenced by the roll of several dice).
If you are worried about the composition of the group itself, i will take the makeup of the group into account when selecting the players, but it will only be a minor concern. Subclasses, feats, equipment, multiclass and minor adjustments to the adventure itself can take care of many problems and i think a group that needs to overcome a challenge is more interesting then a perfectly balanced one. Also i do not know the adventure yet, so i can not say what skills and classes may or may not be usefull.
Ok thx for clearing it up. Since the quality of the players will determine if the campaign even gets to a good start i was worried about leaving it up to a skillcheck. But if its the roleplay then that sounds great.
This post has potentially manipulated dice roll results.
For application
Fatefull moment: 14
A skilled dwarven armorer traveled through your home settlement one day, and held a blacksmithing contest. You impressed him, and he taught you the secret of how to make armor from adamantine, the hardest material on Faerûn. You have a suit of adamantine armor in a style of your choice.
Father 21This family member loves you, but you were never that close (ally)
Mother 63This family member has always loved you with all their heart, and would do anything for you (ally)
Sibling 1 17This family member has always loved you with all their heart, and would do anything for you (ally)
Sibling 2 52This family member left long ago for reasons you don’t understand or won’t talk about. Before they left, they promised you that they would return in your hour of greatest need.(ally)
Sibling 3 94You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. (rival)
Sibling 4 64You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. (rival)
Sibling 5 93This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage.(ally)
Sibling 6 28This family member has always loved you with all their heart, and would do anything for you (ally)
Sibling 7 54You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. (rival)
Allies/rivals
Lords alliance ally: 70You were this person’s favorite drinking buddy, and their home is always open to you and your friends.
Dwarfholds ally: 31This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They’ve decided you’d both be better off if they put you in their debt instead.
Favorite food: 2Elf-mash—a creamy dish made from overripe cloudberries
Mysterious secret 1While picking flowers, I saw a tall figure with red skin and horns wandering the meadow. The flowers grew taller where they walked, but I fled in fear and never saw the figure again.
Prophecy 18I will save my village from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism.
Was a blast coming up with his story, if i dont get picked here ill use this backstory for another for sure :).
Kravek grew up in Elturgard, a city East of Baldurs gate. His family moved their to settle down. Tired of living a tribal life. His parents settled here and started a family. One that would rapidly grow in numbers. Being one of the few families of Goliaths they were known as the Thuliaga's. Kravek was the 6th child, only the a set of twins followed him. Being such a large family their father was mostly working and made sure everyone in the family pulled their weight. And being Goliaths that was no easy task.
As a young child Kravek and his two younger siblings Naupath and Naukein would help his mother Paami forrage the fields nearby the city. These fields were known as the Fields of the dead, so his mother was strict on keeping the children within sight. Sticking closer to the trade way then the center of the fields she made sure they were safe. One day Kravek was a bit tired on watching his younger siblings so he ventured a little further and while forraging some flowers and herbs he looked up and saw a large figure with red skin and horns wandering around in the distance. The flowers seemed to flourish near him. Worried Kravek would be seen he rushed back to his mother. On future trips he would look for the creature in the distance but never saw it again.
Growing older he had to get a job in the city. His father Grakin was employed as a lumberjack, a massive Goliath taking down the trees with his axe in a few swings. Followed by Kraveks 3 oldest brothers Arkan, Vodath and Mokon. They would cut down timber and carry it to the town using carts at first untill the family could afford oxes. This was their main source of income as the town was always in need of timber, either for houses or for fencing of area's to the Fields of the Dead. Many gnoll tribes lived in these fields and often attacked cities nearby. It was no different from Elturgard. Kravek, his older brother Gaugan and his younger siblings however were sent to the blacksmith or doing errands of heavy lifting within the city. As Kravek grew into adulthood he often found himself hammering away at the blacksmiths, clearing his mind at the sound of the hammer hitting the metal. Often meeting up with his Dwarven friend Bramdal who spend some time in Baldurs gate before returning to Mirabar and would spend time in the blacksmiths. He was hired as a guard for a dwarven sage but the sage spent most of his time behind the walls of Baldurs gate, so Bramdal had some time to spare and loved the art of blacksmithing. Kravek and Bramdal would often have drinks and share stories. Bramdal spent most of his coin on materials to craft new weapons and armor. When the time came that he wanted to return to Mirabar he did not have the coin to buy a horse for travel. He had placed it all in materials. So he lent money from Kravek. But not wanting to be in debt to his friend he decided to use the materials he had gotten. He worked in the forge for several days making, as he put it, the largest armor he had ever made. To fit his friend Kravek. Bramdal would often boast about it on his trip to Mirabar. About his friend Kravek, exaggerating about how he was the largest Goliath he had ever seen. And how much materials it cost to make the armor. And how it was the finest armor he had ever made.
His oldest brother Arkan packed his bags one day and left, seeking more in life but promised he would one day return. His older brothers would often be called to fight gnolls and the family assumed he had enough of it. The constant attempts to raid the city grew heavy on all their minds. One day Kravek noticed some weapons and armor missing, he was sure he stored it the day before. Preparing it to be sold the next day. At first he assumed it was sold, but when this occured more often he started to investigate and found out his younger brothers were selling weapons and armor to the gnolls. Outraged he confronted them and they promised to stop but resented Kravek for stopping something that gave them much coin. So the twins tricked their older brother Gaugan. He was not the smartest of the pack and often let his rage get the better of him. Gaugan was made to believe Kravek was selling to the gnolls and they got into a brawl at the blacksmiths. Most of the brothers would often have playbrawls to test themselves but Gaugan often lost control of himself, filled with rage he managed to push Kravek back against one of the furnaces causing a most of the right side of Kraveks back and shoulder to be burned. The guilt Gaugan felt when learning the truth left him with much sorrow. The brothers promised not to tell their parents the truth and labeled it an accident. Gaugan would never playfight Kravek again terrified of hurting his younger brother again. Looking away in shame every time he saw Kravek's scarred back. After this Gaugan would go to work with their father, replacing Arkan and finding a place to not think of what he had done.
During Kravek's recovery he would spend time with his sister. The families only daughter and 4th child. She worked for the library in the city. Mostly to run errands but she would be interested in history. While recovering Kravek would spend time here looking at the books and scripts written. He came upon a book about the history of their people, the Goliaths. How they lived and their deities. This caught Kraveks attention. He wanted to learn more and would later split his time working errands in the city and spending his spare time in these libraries. It was here that he met an Elven woman named Shana. Who was travelling all the way from Candlekeep to Silverymoon where she lived. These cities would often exchange books and scripts and Shana was one of the group that would deliver it. She met Kravek in the library and had to speak to him, never having seen a Goliath interested in history. So Kravek spoke to her about the giant gods mostly, as few other things mattered to Kravek in this library. They would become friends and Shana would bring him a book about the giant deities. Written by well known historians. Kravek could borrow it and he still has it to this day.
As the gnoll raids continued the Thuliaga brothers would often find themselves on the fields of the dead and would have contests. Kravek would often best the 3rd child Mokon. Kravek was a better fighter. Mokon would argue that without Kraveks armor he would not do so well and Kravek would claim he is blessed by Annam himself, the allfather of the giant gods. Times grew more difficult for the family and Mokon decided to leave to join the armies of Baldurs gate, hoping to improve his fighting skills to later best Kravek. Reading up on these gods Kravek got the urge to leave the city. To see if he could find a better purpose for himself and left to travel north, all the way to the spine of the world. Hoping to find a source of his race. And to perhaps find a way to learn more of his gods. In the frozen north where Goliath tribes roamed in the snow. The long travels however cost most of his coin, he had little more to spend but had not yet reached his destination. Finding himself in a tavern and hearing about a fishing challenge he would test his luck and hope to earn enough to continue his travels.
Note: Since i got the armor from fatefull moment i didnt add it yet since you said no armor. Im sure we can work something out about what kind of armor i can take if i get picked.
Also when i say RP, it is by no means limited to flowery language describing how you flirt with a merchant, but also coming up with ideas how to tackle a problem, working as a group, presenting your character. Secondly, we are playing in a PbP format, so please be careful with edgy choices. Be sure that it is clear and understandable that it is a choice your character makes for a good reason and not just you being chaotic stupid. On the other side i will expect people to cut each other a little slack, not everyone of us grew up with english as a first language and a poor choice of words and grammar can be made.
This post has potentially manipulated dice roll results.
Sounds good.
Fateful moment: 14.
Lets do the rest of it as well then. Homeland: 3, background 95, social status 4, home settlement 99, etc. I'll see what comes up first.
Fateful moment: Your village was burned to the ground by raiders. This band of marauders was led by a being whose image has been seared into your mind forever. Roll on the Rivals and Allies Identities table to determine what type of creature their leader was. You have proficiency in the Stealth and Survival skills.
Lords' Alliance, Folk Hero!, Entertainer, Neverwrinter.
This is practically writing itself!
Allies: 44, Rivals: 14
Allies - You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other.
Rivals - This person was ordered to arrest you, and doggedly hunts you wherever you go.
Oh, boy, there is a second part as well!
Favorite food: 7 - fish'n'chips!
Mysterious secret: 13 - One night, I discovered a golden coin with the face of a beautiful lady on one side. In the morning, the face was gone, and a leering, demonic face was there in its place. Whenever I try to get rid of it, I awaken with it in my pocket.
Race (from PHB): 7, class: 3. A gnome warlock! Subrace: 3. A deep gnome! Gender: 2 - female.
And lets do name (also from PHB): 22
Age: 182
----
Meet Nyx, the deep gnome warlock whose home settlement in the upper layer of Underdark was burned down by raiders. She escaped with the relic of the village - a mysterious golden coin. Only the next day did she find out that the face of the lady on it changes to a horrifying visage of a demon. But there is also power in it and she can harness some of it! (some kind of a warlock patron)
She fled the tunnels only known to the deep gnomes - something that the larger races could not utilize. After a few days she reached the topside and made her way to Neverwinter where she knew a community of deep gnomes could help her survive, mourn and plot revenge.
Living in Neverwinter for a few years and having all but forgotten her past, one night she spotted a face she will never forget - one of the raiders that eradicated her home in the Underdark. She knew it was no longer safe for her and she smuggled herself on the next caravan heading to the deep north, Tentowns.
This post has potentially manipulated dice roll results.
Looks like this will be fun.
Fateful Moment: 5
A skilled dwarven armorer traveled through your home settlement one day, and held a blacksmithing contest. You impressed him, and he taught you the secret of how to make armor from adamantine, the hardest material on Faerûn. You have a suit of adamantine armor in a style of your choice.
Name: Fir
Race: Tiefling
Class: Bard
Background: Sage
Backstory: Fir was born and raised in Luskan. She was raised by her father, Zene a small time blacksmith making his way in the wary city, while her mother was gone, her ties long cut with them. Her early childhood was spent mostly within her father's shop, watching him work or reading in the back. She particularly enjoyed tales of heroes, slaying evil and defending the good. As she got a bit older, after a few thefts from her father's shop, she started to read and practice with some of the swords her father made, to mostly intimidate any future thieves. A clan of dwarves passed through the city when she was a teen, and Fir submitted some of her father's work into the contest they were holding (Zene too busy working). While she tried to explain it was not her work, the dwarf was still impressed, and taught her how to craft adamantine armor. She eagerly went home, to explain what happened. A few weeks later, once they got the proper supplies, she helped her father make a breastplate.
The work was put behind the counter to be displayed. Only a short time later, a wizard entered the shop, looking to have some metal worked for a spell. He questioned Zene about the armor, who proceeded to claim his daughter's importance to the process. The wizard was intrigued, and talked to Fir a bit himself. When he came back for his commission, he offered a place for her to be his assistant. She accepted quickly, and went to live with him. The life was not as exciting as she expected it to be. Her talent for wizardry was almost nonexistent, but she was not there to learn to be a wizard. She was to be a slightly better servant. The hours pouring over books was her favorite part about it. The wizard, while secretive, did give her an opportunity to read for hours on end sometimes. When she was not busy with some of the hard work she had to do. Over time, however, she learned that while not being good at memorizing spells, she was good at casting through a bardic medium. The first time she cast a spell, she was surprised and delighted.
Once she began to get a hang of her magic, training in secret when time allowed, she began to think up a plan. Several heroes from the stories came from humble beginnings, so she could too. One day, she slipped out of the wizard's tower, to enact her plan. She visited her father briefly, who gifted her the breastplate and a sword. She made her way north to Icewind Dale, as that was the first caravan she could find that would allow her to join. Fir was excited to see what the world was like, and see what she could do in it.
This post has potentially manipulated dice roll results.
this sounds great! Will try to do what some others have done and build the character based off of the heroic chronicle. Will fill in as I go.
Fateful moment 12
You fell asleep in a forest and awakened in the court of the fey, where you were made to serve the fickle Archfey for a decade. When you finally managed to escape, it was as if no time had passed. You have proficiency with the Deception and Performance skills.
Homeland 3 Lords Alliance
Home settlement 57 Mirabar
background 75 Acolyte
1 Ally (good)
1 rival (evil)
Family size
parents 71 One
siblings 25 10
powerful relationships 1 (changed while editing sorry was 2)
relationship1 82 This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally.
relationship2 94
21–30
You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival.
Ally 38 beggar, gave large sum of money to
Rival 67 tries to help me but hinders me (Fey?)
Favourite food 3 sharp cheese
So, Dwarf, Acolyte of Dumathoin. Was the hotshot older brother set to take over for their father as head of the faith in Mirabar. Was led astray by a Satyr Trying to help him while he was travelling in the woods but was tricked into servitude of an archfey. Too ashamed to go home, he decides to travel north, hoping to return home when he has redeemed himself. (Have never played a dwarf, never would choose it but the chronicle led me there )
Name - Gilgin Hardhammer
Race - Mountain Dwarf
Class - Cleric - Forge
Backstory - Known as Giggling Gilgin, for his bouts of hysterical laughter - Gilgin is an oddity in Tentowns. As charming as he can be, locals know to tread carefully around him as his moods can swing in an instant, one second telling jokes and the next as cold as stone. Those that dare to ask the priest, find out that he’s in town for one last job before he can return to his hometown - but have learned nothing of his employer. Those that get him drunk however, by plying him with sharp cheese and wine, find a short hairy ball of self loathing who makes terrible self deprecating jokes, to which he cries with laughter as he clutches his amulet.
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Fateful Moment: 9 While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the Acrobatics or Performance skill (your choice) and proficiency with the disguise kit.
Homeland: 11 Dwarfholds of the North
Background: 98 Outlander
Settlement: 40 Citadel Felbarr, City
Family Size: 4542 1 Parent, 6 siblings
Powerful Family Relationships: 268 This family member has always loved you with all their heart, and would do anything for you. You gain one ally
Ally Relationship: 2 This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead.
Ally Identity: 6 Berserker
Favorite Food: Fire Ale
Mysterious Secret: Should stay a secret, possibly determined later?
Prophecy: ^
Alright, sounds like a Bardbarian to me. Been wanting to play one for a while.
Class: Barbarian (going to continue with Lore Bard, and come back to Barbarian at some point for Totem)
Race: Mountain Dwarf
Background: Outlander
Backstory: Guhgrim was born to a small community living outside Citadel Felbarr, basically a homestead housing a few different families. They lived mostly independently, farming and hunting to eat, and sometimes going to the citadel to sell whatever excess they'd managed to gather. But they didn't live outside the city walls just for fun, they were its first defense against would-be invaders. Most of the hunters were trained as berserkers, finding and fighting off any spies and whatnot. Guhgrim too received such training from his father, but deep within his soul he felt another calling which he couldn't yet identify.
During a calmer period, when the community had plenty of excess food and they were not expecting any moves against the citadel, Guhgrim decided to do some traveling on his own, as many young men from there did. It was a kind of coming of age tradition, to see if the young warriors heart pulls him elsewhere or if he stays at home. It was needed, as the families usually had more than the average amount of children, but the area couldn't support much larger a community than it already did. He himself had four siblings already, and likely to have more yet.
But he left on his journey, and run into a travelling circus near the start of it. He enjoyed their act, and went to challenge the strongman afterwards. The resident bard happened to hear him boasting, and realized his deep voice would be perfect for a song he had been thinking up. After a bit of begging Guhgrim agreed to give it a try, and after learning a few good singing positions and breathing techniques he managed to do the song justice, and he felt he had found his calling. He agreed to stay with the circus for a year to learn more, before returning home to tell of his new calling.
Upon his return, he came just in time for his fathers funeral. Apparently, the enemy had somehow found a time when most of the men were out hunting, and only his father being home sick had saved the women and children. But the sickness had made him sloppy, and the attacker had poisoned his weapons with something powerful enough to down a dwarven berserker, even if only a sick one. Thus, a funeral. Guhgrim was devastated. Quite a few young ones had decided to leave the community, and they couldn't afford the loss of an experienced fighter. Not unless he stayed. He felt obligated to anyways, to help rise his brothers and sisters, as his mother didn't seem to be fully herself after the funeral. The neighbors would have been more than willing to help, but it didn't feel right to depend on them on something he was perfectly capable of doing himself.
So he stayed, becoming the man of the family, finishing his training in the family art, and passing it on to his younger brother. The others had no faith in him, only his father having taught him a little previously, and they were just waiting for him to leave to the safety and softness of the citadel like all the kids like him eventually did. But the kid wanted to learn, and so he taught. But people could tell Guhgrim wasn't putting his all to things, his heart pulling him elsewhere. But he stuck with it, and sometimes it felt like he himself couldn't feel the call of his soul.
After a long ten years, his brother reached his majority, and to Guhgrims surprise challenged him to a fight. The kid thought too much of himself, trying to beat his teacher, yet alone a more experienced warrior. And yet, he won. When Guhgrim woke up, he had already packed for him, and on his look of resistance, his brother spoke: "You tasted freedom and broke your chains, yet you still carry them and are slowly strangled by them. Leave brother, I will take care of everything here." So he took the prepared pack, and hit the road once again. And back home, his brother heard him sing for the first time, and knew he had chosen right.
You don‘t need to post secrets here and even your character sheet only needs to show the information that you would share with people in a tavern or around a campfire. It is my understanding that the adventure will include personal secrets and we will work them in once i had a look at the book.
You don‘t need to post secrets here and even your character sheet only needs to show the information that you would share with people in a tavern or around a campfire. It is my understanding that the adventure will include personal secrets and we will work them in once i had a look at the book.
Cool cool, don’t really feel that one fits with everything anyway so we can work together on a secret if I get chosen :)
You don‘t need to post secrets here and even your character sheet only needs to show the information that you would share with people in a tavern or around a campfire. It is my understanding that the adventure will include personal secrets and we will work them in once i had a look at the book.
Sounds good, im sure there is plenty of room for secrets in the small novel i wrote for background haha
Fateful moment: 10 - I'll use the Wildemount one. - A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in chapter 7 of the Dungeon Master's Guide. You also have the Martial Adept feat from the Player's Handbook.
Sure, let's roll up the rest of it!
Homeland: 65 - Lord's Alliance Background: 21 - Courtier Social Status Relationships: 1 ally and 1 rival Home settlement: 21 Neverwinter Race: 98 (from Xanathar's) DM's choice Family size: 59 - 1 living parent and 18 - 5 living siblings Family relationships: 1 powerful family relationships Parent - 33 - You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival. Sibling 1 - 28 - This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one ally. Sibling 2 - 2 - This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally. Sibling 3 - 84 - See Sibling 1. Scrapped because I didn't realize I only had to roll for two. OK, so 2 allies and 2 rivals. Ally relationship 1: 29 - You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to avoid you. Ally relationship 2: 29 Rival relationship 1: 74 - This person wants to be your friend, but their help has always made your life harder. Rival relationship 2: 95 Ally identity: 17 - Bandit Rival identity: 48 - Noble (gain one fateful moment?) Extra fateful moment if that is the case: 3 - You were lost in the wilderness when a terrible storm nearly killed you. When you awoke, you were gravely wounded, but felt a strange power within you. You have the Elemental Adept feat from the Player’s Handbook and the ability to cast a cantrip based on the type of storm you were in. Constitution is your spellcasting modifier for this cantrip. Acid rain (acid splash), snowstorm (ray of frost), forest fire (produce flame), lightning storm (shocking grasp), thunderstorm (booming blade).
Favorite food: 2 - Talyth—a wafer-thin, palm-sized cracker covered in a spread of herbs and butter and any sort of leftover foodstuffs imaginable crushed thin, and then topped with a thin slice of sausage. Usually savory, and highly adaptable, with fillings made of everything from hardboiled egg and snails to spiced worms and cheese. Mysterious secret: 16 - I have a vague memory that I joined a cult when I was young, and I have a tattoo shaped like the cult’s symbol on my bicep. I can’t remember anything else about it, and my head hurts when I try to remember it. Prophecy: 13 - I will hesitate at a crucial moment. Another person will suffer for it.
Alright, we seem to have everything, except for... last, but definitely not least: class! (Also from Xanathar's) - 52 - Bard!
Reroll for race because DM's choice is basically a freebie: 97 - Halfling
Edit: For some reason, adding that extra d20 roll for the extra fateful moment changed my other dice rolls. The original dice rolls were 3, 15, 9, and 12 for the last four things. That should explain the red "may have manipulated dice rolls" banner. Edit 2: Somehow, when I edit it, the extra fateful moment dice roll changes also. That roll was originally 2. Edit 3: My second race roll was originally 66. IDK this dice roller mechanic is messed up. It keeps changing the roll when I go back and edit.
Hallo,
in a few weeks, D&Ds new adventure will hit the shops and i will be running a campaign here on DnD Beyond. I also run a Lost Mines of Phandelpher campaign here and to to give you an idea about the speed of my game, after 14 months we are coming up on weave echo cave at the moment. Especially during holidays i have a demanding RL schedule and while i always try to reply at least once per day, there are periods where a plot advancing posts may take a week.
To help me chose the players for this game, i will be running a skill challenge. You are in one of the villages of Tentowns and your luck and gold is running low. As a desperat last gamble you and 3 other people pool all your gold together to rent a boat from one of the locals in a desperate attempt to catch one of the famous knucklehead trouts and get enough money from it to survive a bit longer here.
Create a lvl 1 character here. Name, race, class. All official classes are allowed. For race please choose one that fits within Faerune. You will have to do some convincing if you choose one of the more exotic Ravnika or Eberon races.
For stats use Pointbuy or Standard.
You can Use the Heroic Chronicals to inspire your creation. Each character can roll one d20 on the Fateful Moments table either here :
https://www.dndbeyond.com/posts/783-heroic-chronicle-sword-coast-and-the-north
or in the Exploreres Guide to Wildemount. You roll the d20 once in your first post here and then you can chose wich table you want to use.
You start with a set of travel cloths, winter cloths, a dagger, a simple weapon of your choice (including 20 piece of ammunition if needed) and a Explorer's Pack. Your background and your Fateful Moment may grant you money or equipment beyond that.
This means no armor, no shields, no arcane focus, no material components. If you choose the find familiar spell introduce your companion as well please. Any CR 0 beast is allowed. You do have your familiar but no components to summon it again or change its shape. I intentional put this limitation on, because i do not know yet how the adventure will start and i rather give you equipment later, then taking it away.
Once you post your character here, find other people to build groups of 4 and PM me with the members of your group. Those groups are only for the skill challenge and are not the final selection.
Any questions, feel free to ask.
Name: Alkaios Pharae
Race: Human (Variant)
Class: Warlock / The Hexblade
Background: Spy
Fateful Moment: 4
Backstory:
Alkaios is the son of a cobbler from Baldur's Gate. He and his younger sister grew up in a loving envionment and although their family wasn't particularly rich, they still lacked for nothing. Things changed when he was sixteen years old and both of his parents fell victim to an infectious illness. To provide for his sister and to pay the debts he had inherited from his father, Alkaios enlisted in the Flaming Fist. For some years, he then served various high ranking officers as adjutant and steward, before an affair with the wife of a senior commander earned him a rather miserable posting. He was sent far north to Ten-Towns, where he served as the eyes and ears of the mercenary company in one of the remotest regions of Faerûn.
On his way north while traveling with a detachment of Flaming Fist soldiers, Alkaios and others became prisoner of a cult dedicated to the Dead Three. Most of them died in captivity sacrificed to the cultist's evil Gods, but with the help of a grizzled half-orc sergeant he managed to escape his captors. During his escape Alkaios got hold of a longsword. A weapon which he took with him to Ten-Towns. A weapon, which held a secret as he soon found out.
Today Alkaios spends his time freezing in the norther reaches of the continent, exploring the new magical abilities that manifested after he took the sword in his possesion.
To clarify: you will select players based on a roll during a skillcheck? Instead of trying to determine quality players/frequent posters or based on a good character for the group?
It will be a skill challenge , not a single roll of a dice. Basically you will rp going fishing with three other strangers on a lake trying to capture a large fish with an ivory head. The selection won‘t be based on the roll of the dice, but how you roleplay (wich will be influenced by the roll of several dice).
If you are worried about the composition of the group itself, i will take the makeup of the group into account when selecting the players, but it will only be a minor concern. Subclasses, feats, equipment, multiclass and minor adjustments to the adventure itself can take care of many problems and i think a group that needs to overcome a challenge is more interesting then a perfectly balanced one. Also i do not know the adventure yet, so i can not say what skills and classes may or may not be usefull.
Ok thx for clearing it up. Since the quality of the players will determine if the campaign even gets to a good start i was worried about leaving it up to a skillcheck. But if its the roleplay then that sounds great.
For application
Fatefull moment: 14
A skilled dwarven armorer traveled through your home settlement one day, and held a blacksmithing contest. You impressed him, and he taught you the secret of how to make armor from adamantine, the hardest material on Faerûn. You have a suit of adamantine armor in a style of your choice.
Was a blast coming up with his story, if i dont get picked here ill use this backstory for another for sure :).
Name: Kravek 'Stonespeaker' Thuliaga
Race: Goliath
Class: Fighter (going rune knight)
Backstory (long read):
Kravek grew up in Elturgard, a city East of Baldurs gate. His family moved their to settle down. Tired of living a tribal life. His parents settled here and started a family. One that would rapidly grow in numbers. Being one of the few families of Goliaths they were known as the Thuliaga's. Kravek was the 6th child, only the a set of twins followed him. Being such a large family their father was mostly working and made sure everyone in the family pulled their weight. And being Goliaths that was no easy task.
As a young child Kravek and his two younger siblings Naupath and Naukein would help his mother Paami forrage the fields nearby the city. These fields were known as the Fields of the dead, so his mother was strict on keeping the children within sight. Sticking closer to the trade way then the center of the fields she made sure they were safe. One day Kravek was a bit tired on watching his younger siblings so he ventured a little further and while forraging some flowers and herbs he looked up and saw a large figure with red skin and horns wandering around in the distance. The flowers seemed to flourish near him. Worried Kravek would be seen he rushed back to his mother. On future trips he would look for the creature in the distance but never saw it again.
Growing older he had to get a job in the city. His father Grakin was employed as a lumberjack, a massive Goliath taking down the trees with his axe in a few swings. Followed by Kraveks 3 oldest brothers Arkan, Vodath and Mokon. They would cut down timber and carry it to the town using carts at first untill the family could afford oxes. This was their main source of income as the town was always in need of timber, either for houses or for fencing of area's to the Fields of the Dead. Many gnoll tribes lived in these fields and often attacked cities nearby. It was no different from Elturgard.
Kravek, his older brother Gaugan and his younger siblings however were sent to the blacksmith or doing errands of heavy lifting within the city. As Kravek grew into adulthood he often found himself hammering away at the blacksmiths, clearing his mind at the sound of the hammer hitting the metal.
Often meeting up with his Dwarven friend Bramdal who spend some time in Baldurs gate before returning to Mirabar and would spend time in the blacksmiths. He was hired as a guard for a dwarven sage but the sage spent most of his time behind the walls of Baldurs gate, so Bramdal had some time to spare and loved the art of blacksmithing. Kravek and Bramdal would often have drinks and share stories.
Bramdal spent most of his coin on materials to craft new weapons and armor. When the time came that he wanted to return to Mirabar he did not have the coin to buy a horse for travel. He had placed it all in materials. So he lent money from Kravek. But not wanting to be in debt to his friend he decided to use the materials he had gotten. He worked in the forge for several days making, as he put it, the largest armor he had ever made. To fit his friend Kravek. Bramdal would often boast about it on his trip to Mirabar. About his friend Kravek, exaggerating about how he was the largest Goliath he had ever seen. And how much materials it cost to make the armor. And how it was the finest armor he had ever made.
His oldest brother Arkan packed his bags one day and left, seeking more in life but promised he would one day return. His older brothers would often be called to fight gnolls and the family assumed he had enough of it. The constant attempts to raid the city grew heavy on all their minds.
One day Kravek noticed some weapons and armor missing, he was sure he stored it the day before. Preparing it to be sold the next day. At first he assumed it was sold, but when this occured more often he started to investigate and found out his younger brothers were selling weapons and armor to the gnolls. Outraged he confronted them and they promised to stop but resented Kravek for stopping something that gave them much coin. So the twins tricked their older brother Gaugan. He was not the smartest of the pack and often let his rage get the better of him. Gaugan was made to believe Kravek was selling to the gnolls and they got into a brawl at the blacksmiths. Most of the brothers would often have playbrawls to test themselves but Gaugan often lost control of himself, filled with rage he managed to push Kravek back against one of the furnaces causing a most of the right side of Kraveks back and shoulder to be burned. The guilt Gaugan felt when learning the truth left him with much sorrow. The brothers promised not to tell their parents the truth and labeled it an accident. Gaugan would never playfight Kravek again terrified of hurting his younger brother again. Looking away in shame every time he saw Kravek's scarred back.
After this Gaugan would go to work with their father, replacing Arkan and finding a place to not think of what he had done.
During Kravek's recovery he would spend time with his sister. The families only daughter and 4th child. She worked for the library in the city. Mostly to run errands but she would be interested in history. While recovering Kravek would spend time here looking at the books and scripts written. He came upon a book about the history of their people, the Goliaths. How they lived and their deities. This caught Kraveks attention. He wanted to learn more and would later split his time working errands in the city and spending his spare time in these libraries. It was here that he met an Elven woman named Shana. Who was travelling all the way from Candlekeep to Silverymoon where she lived. These cities would often exchange books and scripts and Shana was one of the group that would deliver it. She met Kravek in the library and had to speak to him, never having seen a Goliath interested in history. So Kravek spoke to her about the giant gods mostly, as few other things mattered to Kravek in this library. They would become friends and Shana would bring him a book about the giant deities. Written by well known historians. Kravek could borrow it and he still has it to this day.
As the gnoll raids continued the Thuliaga brothers would often find themselves on the fields of the dead and would have contests. Kravek would often best the 3rd child Mokon. Kravek was a better fighter. Mokon would argue that without Kraveks armor he would not do so well and Kravek would claim he is blessed by Annam himself, the allfather of the giant gods. Times grew more difficult for the family and Mokon decided to leave to join the armies of Baldurs gate, hoping to improve his fighting skills to later best Kravek.
Reading up on these gods Kravek got the urge to leave the city. To see if he could find a better purpose for himself and left to travel north, all the way to the spine of the world. Hoping to find a source of his race. And to perhaps find a way to learn more of his gods. In the frozen north where Goliath tribes roamed in the snow.
The long travels however cost most of his coin, he had little more to spend but had not yet reached his destination. Finding himself in a tavern and hearing about a fishing challenge he would test his luck and hope to earn enough to continue his travels.
Note: Since i got the armor from fatefull moment i didnt add it yet since you said no armor. Im sure we can work something out about what kind of armor i can take if i get picked.
Hmm, interesting!
Fateful Moment: 10
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
Also when i say RP, it is by no means limited to flowery language describing how you flirt with a merchant, but also coming up with ideas how to tackle a problem, working as a group, presenting your character.
Secondly, we are playing in a PbP format, so please be careful with edgy choices. Be sure that it is clear and understandable that it is a choice your character makes for a good reason and not just you being chaotic stupid. On the other side i will expect people to cut each other a little slack, not everyone of us grew up with english as a first language and a poor choice of words and grammar can be made.
Sounds good.
Fateful moment: 14.
Lets do the rest of it as well then. Homeland: 3, background 95, social status 4, home settlement 99, etc. I'll see what comes up first.
Fateful moment: Your village was burned to the ground by raiders. This band of marauders was led by a being whose image has been seared into your mind forever. Roll on the Rivals and Allies Identities table to determine what type of creature their leader was. You have proficiency in the Stealth and Survival skills.
Lords' Alliance, Folk Hero!, Entertainer, Neverwrinter.
This is practically writing itself!
Allies: 44, Rivals: 14
Allies - You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other.
Rivals - This person was ordered to arrest you, and doggedly hunts you wherever you go.
Oh, boy, there is a second part as well!
Favorite food: 7 - fish'n'chips!
Mysterious secret: 13 - One night, I discovered a golden coin with the face of a beautiful lady on one side. In the morning, the face was gone, and a leering, demonic face was there in its place. Whenever I try to get rid of it, I awaken with it in my pocket.
Race (from PHB): 7, class: 3. A gnome warlock! Subrace: 3. A deep gnome! Gender: 2 - female.
And lets do name (also from PHB): 22
Age: 182
----
Meet Nyx, the deep gnome warlock whose home settlement in the upper layer of Underdark was burned down by raiders. She escaped with the relic of the village - a mysterious golden coin. Only the next day did she find out that the face of the lady on it changes to a horrifying visage of a demon. But there is also power in it and she can harness some of it! (some kind of a warlock patron)
She fled the tunnels only known to the deep gnomes - something that the larger races could not utilize. After a few days she reached the topside and made her way to Neverwinter where she knew a community of deep gnomes could help her survive, mourn and plot revenge.
Living in Neverwinter for a few years and having all but forgotten her past, one night she spotted a face she will never forget - one of the raiders that eradicated her home in the Underdark. She knew it was no longer safe for her and she smuggled herself on the next caravan heading to the deep north, Tentowns.
Character link: https://ddb.ac/characters/34851329/RN0vbZ
Looks like this will be fun.
Fateful Moment: 5
A skilled dwarven armorer traveled through your home settlement one day, and held a blacksmithing contest. You impressed him, and he taught you the secret of how to make armor from adamantine, the hardest material on Faerûn. You have a suit of adamantine armor in a style of your choice.
Name: Fir
Race: Tiefling
Class: Bard
Background: Sage
Backstory: Fir was born and raised in Luskan. She was raised by her father, Zene a small time blacksmith making his way in the wary city, while her mother was gone, her ties long cut with them. Her early childhood was spent mostly within her father's shop, watching him work or reading in the back. She particularly enjoyed tales of heroes, slaying evil and defending the good. As she got a bit older, after a few thefts from her father's shop, she started to read and practice with some of the swords her father made, to mostly intimidate any future thieves. A clan of dwarves passed through the city when she was a teen, and Fir submitted some of her father's work into the contest they were holding (Zene too busy working). While she tried to explain it was not her work, the dwarf was still impressed, and taught her how to craft adamantine armor. She eagerly went home, to explain what happened. A few weeks later, once they got the proper supplies, she helped her father make a breastplate.
The work was put behind the counter to be displayed. Only a short time later, a wizard entered the shop, looking to have some metal worked for a spell. He questioned Zene about the armor, who proceeded to claim his daughter's importance to the process. The wizard was intrigued, and talked to Fir a bit himself. When he came back for his commission, he offered a place for her to be his assistant. She accepted quickly, and went to live with him. The life was not as exciting as she expected it to be. Her talent for wizardry was almost nonexistent, but she was not there to learn to be a wizard. She was to be a slightly better servant. The hours pouring over books was her favorite part about it. The wizard, while secretive, did give her an opportunity to read for hours on end sometimes. When she was not busy with some of the hard work she had to do. Over time, however, she learned that while not being good at memorizing spells, she was good at casting through a bardic medium. The first time she cast a spell, she was surprised and delighted.
Once she began to get a hang of her magic, training in secret when time allowed, she began to think up a plan. Several heroes from the stories came from humble beginnings, so she could too. One day, she slipped out of the wizard's tower, to enact her plan. She visited her father briefly, who gifted her the breastplate and a sword. She made her way north to Icewind Dale, as that was the first caravan she could find that would allow her to join. Fir was excited to see what the world was like, and see what she could do in it.
Character Sheet: https://www.dndbeyond.com/profile/Nahbois/characters/34853607
The ever growing document of character concepts can never be too long, can it?
this sounds great! Will try to do what some others have done and build the character based off of the heroic chronicle. Will fill in as I go.
Fateful moment 12
You fell asleep in a forest and awakened in the court of the fey, where you were made to serve the fickle Archfey for a decade. When you finally managed to escape, it was as if no time had passed. You have proficiency with the Deception and Performance skills.
Homeland 3 Lords Alliance
Home settlement 57 Mirabar
background 75 Acolyte
1 Ally (good)
1 rival (evil)
Family size
parents 71 One
siblings 25 10
powerful relationships 1 (changed while editing sorry was 2)
relationship1 82 This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally.
relationship2 94
Ally 38 beggar, gave large sum of money to
Rival 67 tries to help me but hinders me (Fey?)
Favourite food 3 sharp cheese
So, Dwarf, Acolyte of Dumathoin. Was the hotshot older brother set to take over for their father as head of the faith in Mirabar. Was led astray by a Satyr Trying to help him while he was travelling in the woods but was tricked into servitude of an archfey. Too ashamed to go home, he decides to travel north, hoping to return home when he has redeemed himself. (Have never played a dwarf, never would choose it but the chronicle led me there )
Name - Gilgin Hardhammer
Race - Mountain Dwarf
Class - Cleric - Forge
Backstory - Known as Giggling Gilgin, for his bouts of hysterical laughter - Gilgin is an oddity in Tentowns. As charming as he can be, locals know to tread carefully around him as his moods can swing in an instant, one second telling jokes and the next as cold as stone. Those that dare to ask the priest, find out that he’s in town for one last job before he can return to his hometown - but have learned nothing of his employer. Those that get him drunk however, by plying him with sharp cheese and wine, find a short hairy ball of self loathing who makes terrible self deprecating jokes, to which he cries with laughter as he clutches his amulet.
https://www.dndbeyond.com/profile/Killilli/characters/34868980
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
Fateful Moment: 9 While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the Acrobatics or Performance skill (your choice) and proficiency with the disguise kit.
Homeland: 11 Dwarfholds of the North
Background: 98 Outlander
Settlement: 40 Citadel Felbarr, City
Family Size: 45 42 1 Parent, 6 siblings
Powerful Family Relationships: 2 68 This family member has always loved you with all their heart, and would do anything for you. You gain one ally
Ally Relationship: 2 This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead.
Ally Identity: 6 Berserker
Favorite Food: Fire Ale
Mysterious Secret: Should stay a secret, possibly determined later?
Prophecy: ^
Alright, sounds like a Bardbarian to me. Been wanting to play one for a while.
Name: Guhgrim 'Skald' Bloodplain
Class: Barbarian (going to continue with Lore Bard, and come back to Barbarian at some point for Totem)
Race: Mountain Dwarf
Background: Outlander
Backstory: Guhgrim was born to a small community living outside Citadel Felbarr, basically a homestead housing a few different families. They lived mostly independently, farming and hunting to eat, and sometimes going to the citadel to sell whatever excess they'd managed to gather. But they didn't live outside the city walls just for fun, they were its first defense against would-be invaders. Most of the hunters were trained as berserkers, finding and fighting off any spies and whatnot. Guhgrim too received such training from his father, but deep within his soul he felt another calling which he couldn't yet identify.
During a calmer period, when the community had plenty of excess food and they were not expecting any moves against the citadel, Guhgrim decided to do some traveling on his own, as many young men from there did. It was a kind of coming of age tradition, to see if the young warriors heart pulls him elsewhere or if he stays at home. It was needed, as the families usually had more than the average amount of children, but the area couldn't support much larger a community than it already did. He himself had four siblings already, and likely to have more yet.
But he left on his journey, and run into a travelling circus near the start of it. He enjoyed their act, and went to challenge the strongman afterwards. The resident bard happened to hear him boasting, and realized his deep voice would be perfect for a song he had been thinking up. After a bit of begging Guhgrim agreed to give it a try, and after learning a few good singing positions and breathing techniques he managed to do the song justice, and he felt he had found his calling. He agreed to stay with the circus for a year to learn more, before returning home to tell of his new calling.
Upon his return, he came just in time for his fathers funeral. Apparently, the enemy had somehow found a time when most of the men were out hunting, and only his father being home sick had saved the women and children. But the sickness had made him sloppy, and the attacker had poisoned his weapons with something powerful enough to down a dwarven berserker, even if only a sick one. Thus, a funeral. Guhgrim was devastated. Quite a few young ones had decided to leave the community, and they couldn't afford the loss of an experienced fighter. Not unless he stayed. He felt obligated to anyways, to help rise his brothers and sisters, as his mother didn't seem to be fully herself after the funeral. The neighbors would have been more than willing to help, but it didn't feel right to depend on them on something he was perfectly capable of doing himself.
So he stayed, becoming the man of the family, finishing his training in the family art, and passing it on to his younger brother. The others had no faith in him, only his father having taught him a little previously, and they were just waiting for him to leave to the safety and softness of the citadel like all the kids like him eventually did. But the kid wanted to learn, and so he taught. But people could tell Guhgrim wasn't putting his all to things, his heart pulling him elsewhere. But he stuck with it, and sometimes it felt like he himself couldn't feel the call of his soul.
After a long ten years, his brother reached his majority, and to Guhgrims surprise challenged him to a fight. The kid thought too much of himself, trying to beat his teacher, yet alone a more experienced warrior. And yet, he won. When Guhgrim woke up, he had already packed for him, and on his look of resistance, his brother spoke: "You tasted freedom and broke your chains, yet you still carry them and are slowly strangled by them. Leave brother, I will take care of everything here." So he took the prepared pack, and hit the road once again. And back home, his brother heard him sing for the first time, and knew he had chosen right.
Take #2!
Fateful Moment: 15
...
You don‘t need to post secrets here and even your character sheet only needs to show the information that you would share with people in a tavern or around a campfire. It is my understanding that the adventure will include personal secrets and we will work them in once i had a look at the book.
Cool cool, don’t really feel that one fits with everything anyway so we can work together on a secret if I get chosen :)
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
Sounds good, im sure there is plenty of room for secrets in the small novel i wrote for background haha
So far we have 3 Warlocks applying. Any further Warlock will have a hard time to be selected.
I noticed that, so changed to forge cleric - don’t know if you saw the change
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
So, acoolnamehere and Kravek the goliath fighter - interested to team up with a tiny deep gnome for a fishing trip? :)
Same question for Laurender and the Guhgrim the dwarven bard?
And Killilli and Gilgin the dwarven cleric?
Fateful moment: 10 - I'll use the Wildemount one. - A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in chapter 7 of the Dungeon Master's Guide. You also have the Martial Adept feat from the Player's Handbook.Sure, let's roll up the rest of it!Homeland: 65 - Lord's AllianceBackground: 21 - CourtierSocial Status Relationships: 1 ally and 1 rivalHome settlement: 21 NeverwinterRace: 98 (from Xanathar's) DM's choiceFamily size: 59 - 1 living parent and 18 - 5 living siblingsFamily relationships: 1 powerful family relationshipsParent - 33 - You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival.Sibling 1 - 28 - This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one ally.Sibling 2 - 2 - This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally.Sibling 3 - 84 - See Sibling 1. Scrapped because I didn't realize I only had to roll for two.OK, so 2 allies and 2 rivals.Ally relationship 1: 29 - You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to avoid you.Ally relationship 2: 29Rival relationship 1: 74 - This person wants to be your friend, but their help has always made your life harder.Rival relationship 2: 95Ally identity: 17 - BanditRival identity: 48 - Noble (gain one fateful moment?)Extra fateful moment if that is the case: 3 - You were lost in the wilderness when a terrible storm nearly killed you. When you awoke, you were gravely wounded, but felt a strange power within you. You have the Elemental Adept feat from the Player’s Handbook and the ability to cast a cantrip based on the type of storm you were in. Constitution is your spellcasting modifier for this cantrip. Acid rain (acid splash), snowstorm (ray of frost), forest fire (produce flame), lightning storm (shocking grasp), thunderstorm (booming blade).Favorite food: 2 - Talyth—a wafer-thin, palm-sized cracker covered in a spread of herbs and butter and any sort of leftover foodstuffs imaginable crushed thin, and then topped with a thin slice of sausage. Usually savory, and highly adaptable, with fillings made of everything from hardboiled egg and snails to spiced worms and cheese.Mysterious secret: 16 - I have a vague memory that I joined a cult when I was young, and I have a tattoo shaped like the cult’s symbol on my bicep. I can’t remember anything else about it, and my head hurts when I try to remember it.Prophecy: 13 - I will hesitate at a crucial moment. Another person will suffer for it.Alright, we seem to have everything, except for... last, but definitely not least: class! (Also from Xanathar's) - 52 - Bard!Reroll for race because DM's choice is basically a freebie: 97 - HalflingEdit: For some reason, adding that extra d20 roll for the extra fateful moment changed my other dice rolls. The original dice rolls were 3, 15, 9, and 12 for the last four things. That should explain the red "may have manipulated dice rolls" banner.Edit 2: Somehow, when I edit it, the extra fateful moment dice roll changes also. That roll was originally 2.Edit 3: My second race roll was originally 66. IDK this dice roller mechanic is messed up. It keeps changing the roll when I go back and edit.Withdrawn.