I would like to try my hand at running a game on this forum. I’m looking for a group of players who are interested in playing a fast-moving PBP game. It will begin in the city of Greyhawk setting but may expand. New players preferred. The city is cosmopolitan, so characters may have any background.
Please roll your character using the dice roller provided. 4d6 dropping the lowest. You may roll twice and choose. Character creation will be done on DnD Beyond using only WotC books. Homebrew, and Unearthed Arcana material is not usable.
Only characters of good or neutral aligned with backgrounds will be considered. The backgrounds should be at least three paragraphs. Please be prepared to play as a team and to post regularly, I’m home for the duration and intend to post with frequency.
I will choose a group of between 4-6 players in the next few days.
Pomenia (Half-Elf Cleric - Life Domain, Background: Acolyte)
Left at the doorsteps of a temple to Pelor as an infant and taken in by High Priest Nhimyr, Pomenia has known of nothing else but temple life for all her 35 years. As a child she was an avid learner and intensely curious, balancing chores around the temple with sneaking into Nhimyr’s study to pour over his collection of scholarly texts. On one such occasion late in her 12th year she knocked over an oil lamp on his desk, causing its hot contents to spill and burn her hands as she attempted to protect the books she was reading. Nhimyr, hearing screams, rushed in and quickly healed her hands. As Pomenia watched in enchantment as the angry red burns on her hands smoothed and the skin cooled.
From that moment she knew she wanted to be a healer, and Nhimyr who had observed her over the years accepted her as his apprentice. For 23 years, Pomenia learned all she could from Nhimyr both in the ways of healing and of Pelor. He watched as she grew and learned, at time playing the teacher and other times the priest. He was the one who anointed her a priestess in training of Pelor, under the light of the midsummer sun as was the custom.
In the spring of her 35th year, she found her mentor, the man who had both raised her and saved her, on the floor of the inner sanctum of the temple. As she cleared his study, going through the books that had shaped her she found a letter tucked in the pages of the first healing text he had assigned to her. It spoke of the fondness he had seen in her and how the light of Pelor shone through her. Tears running down her face, she read her mentor's one and final request: find a lost artifact of Pelor and return it to the temple.
The next day, after never having left the temple grounds, Pomenia set out in search of the artifact her mentor wrote of, heading towards the city of Greyhawk. Stepping out of the forest that hid the temple, Pomenia touched the golden crystal amulet she was given by her mentor, the only evidence of her home, and slipped into the world.
Race & Class: Human (Variant) Rogue (to go mastermind)
Background: Guild Artisan (Alchemist and Apothecary)
Backstory: Orphaned as a young boy, Brom was taken in by a local apothecary who taught him his trade. Over the years, Brom became quite adept at creating potions and poisons (leads to Resilience feat for Con). Growing up though, he always wanted for more. Wishing for adventure and great treasure. One day he witnessed several thieves conducting business, though they were not aware due to his perceptive nature and adept ability to hide. These rogues incited the desire to follow their daredevil life. As he came of age, his mentor and the guild offered him the opportunity to complete his training, though he would need to pay them back at some point. With that, Brom was able to travel, peddling his wares, but also begin his second life as an unassuming rogue, thief and mastermind.
A wise man dears the sea in a storm, to the sea elf Nidrol Seriphina those words were not but lies. Born in a coastal village Nidrol's family made their living primarily trough the fishing trade; her father, a sea elf by the name of Fer'leth, and her mother, another sea elf named Pherina, would dive the depths of the sea to hunt the more exotic denizens of the deep. Squid, shark, octopus, large tuna, they were all things Nidrol learned how to hunt, clean, and which parts of each sold for the most. It was a good life, but it was not the only way in which Nidrol's family earned their gold. Nidrol's uncle, a sea elf by the name of Lithwin, ran a salvaging operation taking gold from wealthy clients to recover lost treasures. Lithwin would often hire Nidrol's family taking them out to the open sea for days at a time retrieving whatever the merchant or noble needed to be retrieved. These trips lead to Nidrol's love of the open sea and it was one of the these trips Nidrol learned the grace of storms.
When Nidrol was a young adult Lithwin hire Fer'leth, Pherina, and herself to aid in the recovery of an item from a recently sunken ship by the name of The Silverwind Rider. The client said The Silverwind Rider had been a merchant ship that had been sunk in a storm on its way to Greyhawk. Everything about it sounded like any other salvage job, they didn't know the trouble they were to sail into.
It took three weeks for them to reach the location of the wreck given to them by the client and another two days after that to find the toppled ship on the ocean floor. Finding the item, a chest hidden in the captains quarters, had been a simple enough task it was when they brought the chest on to their ship where the client was waiting that things changed. The first thing Nidrol had noticed was the oncoming storm, the second was the strange number of armed guards waiting for them on deck. The client thanked Lithwin for his aid then ended his life with a crossbow bolt to his neck. A boom of thunder sounded as Lithwin's body hit the deck and the sky opened to a violent squall. Pherina was the next to fall from a blade thrust through her chest followed by Fer'leth who before he fell tossed Nidrol off the ship into safety. The storm stopped the client from chasing after Nidrol so he left her in the open seas.
A week later a small transport ship found Nidrol drifting alone in the endless blue. She had survived by using the skills her parents had taught her as an anger towards the man that betrayed her family slowly grew with in her. The captain of the ship, a water genasi who went by the name Maelstrom, saw the growing storm within Nidrol and after she recovered began teaching her on how to channel that storm to become swift and deadly. Now Nidrol travels from city to city as a sword for hire to earn coin and to one day sent the body of the man who betrayed her to the darkest depth of the sea.
Ankin Tosscobble is a city-boy, a halfling brought up on the streets of the Free City. Turns out it's only free if you're prepared to take a loose interpretation of ownership towards goods and chattels. This was something the young lad had become adept at, although he was careful to only take what he needed - greed could get you a hiding at best, a swift death to a blade or, worst of all, maimed. The slum quarter was rife with cripples and beggars, victims of war, accident and disease. He had no relish to become join them.
Amongst the other youths he'd espoused the nickname "Deadeye" for his ability to place a stone into a pot from 20 paces; with the cruelty that only children can muster, he'd instead been labelled with the moniker "Tosscobble". He'd been in his fair share of fights and won plenty enough times, having an uncanny knack for dodging his antagonist's blow and striking them when and where they least expected. He possessed a skill with weapons too; he could handle a short bow or light crossbow as well as any hunter or watchman.
He was no bard, but he had acquired a viol and enough skill to occasionally earn a little respectable coin from some of the lesser inns. He'd also earned the interest of one of the barmaids at a place down the river quarter, and lodgings that came with the affections. The lass was a stout one, all the more so with the impending onset of Tosscobble junior. Ankin is now in pressing need of coin, honest coin if at all possible.
ex-sergeant in the town guard of the village Stones Throw.
Barnabus was raised in the quiet country town of Stones Throw. He grew up apprenticing at his father's forge. Here he learned the ways of the smith and a sense of civic duty. When he was old enough he joined the town guard. He trained hard and proved himself loyal if not the smartest or wisest recruit. His unwavering determination and lack of fear aided him well in his rising to the rank of sergeant.
However, as stated, the town was a quiet one where the majority of guarding was reduced to the occasional wolf of rogue band and those encounters were few and far between. So when a chance to travel to Greyhawk as part of a trade caravan security detail arose he jumped at the chance.
The vibrant and bustling city was a bit of a cultural eye opener for the young dwarf. The dew eyed sense of awe soon gave way to a sense of concern. He witnessed several instances of theft and violence against innocent civilians. Unable to help because he was mandated to remain out of local affairs left Barnabus sad and angry. It also awakened a realization that he should do more and could.Knowing deep down inside that he was destined for more Barnabus packed his belongings and tendered his resignation. He decided he would fight for any who needed help or assistance. So with his shield strapped to his back and axe in hand Barnabus set forth to prove his worth.
Hi, I'd like to join. I can post up to 2-3 times per day.
Here are my rolls, and I'll edit with my character in the next day or so:
Ability scores: 11617121114
Ability scores: 151113141013
Hansi Ashwater - Variant Human Bard
Hansi was born to a noble family who made its fortune in diplomacy. He wanted for nothing as a child, except for his family's attention. So he often got into trouble, more so than normal for his age. He was once found dressed as a beggar on the streets of Greyhawk. Another time, he was found playing his panflute for tips. Another time, he was locked for a day in a city guard armoury while he was trying to steal a sword. He wanted every day to be an adventure. Fate had other plans.
He was 16 and, after a long day of lessons with the house tutors, Hansi was playing his panflute on his window sill, watching the sunset. His parents entertained some nobles this evening and he knew everyone was expected in the common room. His parents were used to his rebellious nature, but they would send a servant to fetch him, nonetheless. His attention was caught by something moving in the garden below: a weasel. It approached the building, looking up at Hansi, then climbed on the water spout and landed on the window sill. Hansi stopped playing. "What's your name, little one?" The weasel replied with small clicking sounds. "If you don't have a name, I guess I can choose one for you." At that, the weasel darted back to the window sill and climbed back down. "Hey! Where are you going?". The weasel was standing on his hind legs in the garden, looking at Hansi and nervously flailing its tail from side to side. "Come back! I'll play more songs." The weasel made a few more steps away then turned back towards Hansi, tail flailing. Then again. "Okay, wait!", and he climbed down the water spout. The weasel led Hansi onto the streets of Waterdeep next to a fountain, where it drank some water and let Hansi approach and play his panflute. It was well into the night when Hansi started back home, the weasel hitchhiking into his pocket.
The first signs that something was not right was the smell, then the smoke. He found his family's estate burning in a vicious fire, straight out of a nightmare. A crowd was already gathered, some people carrying buckets of water, but none dared approach. There were no survivors.
Hansi was instructed well enough to realise that his family or their guests were the targets of an assassin. His family name used to open doors, but now it could mean danger, so he stayed away from acquaintances. He begged and played his panflute to earn coins for food and sometimes shelter. The weasel never left his side. It seemed to have an unusual intelligence and magic about it, and there was a connection between the two that was growing stronger every day. And some of that magic seemed to rub onto Hansi. His music was never that good, but now, even missing the usual lessons with his tutor, Hansi played like a master.
Years passed, Hansi playing in taverns, stealing and swindling rich people for a living, moving from ward to ward and changing his identity often. He constantly tried to find information about his family's murder, but the truth still eluded him. If only he knew who visited that night.
EDIT: I will use the first one, probably. With your blessing, I would like to shift some points around, but if I can't, that is no skin off my back.
Ability Roll 2: 10, 13, 8, 16, 13, 10
My character is Fire, Ready, Aim (F.R.A. for short, pronounced "Frey"), the Warforged Artificer. Near the end of the Last War, F.R.A. was created to serve as part of an elite strike force called Flash Light, along with four other Warforged named Holiday, Planetary, Victorious, and Sympathy. These five were created with a heightened degree of independence so as to carry out a complex mission without endangering a valuable flesh and blood commander. Their mission was to infiltrate a stronghold in Aundair to take vital information pertaining to weaknesses of the nation, hoping to find for Cyre a way to siege Aundair to ensure defeat. During their time in Aundair, however, Sympathy was killed in action holding off a horde of Aundairians to give time for the other members of Flash Light to escape. To make matters worse, the nation of Cyre was destroyed in the Day of Mourning, resulting in Flash Light having no place to return to.
Two years later came the Treaty of Thronehold, freeing the Warforged. Planetary joined the Lord of Blades, seeking a violent overthrow of creatures of flesh. Holiday and Victorious went to Neverwinter to seek something new. F.R.A. carried with him a letter that Sympathy had written, as part of an agreement that they'd have a goodbye letter for each other should either die. Struck by the loss of Sympathy, F.R.A. set out on his own as a freelancing Battle Smith, hoping to fix some things in the world, and with Sympathy's dying questions close to his metaphorical heart: What constitutes a soul, do the Warforged have them, and does anybody have one?
Following a year of freelance smithing in Breland, F.R.A. realized that he wanted to learn more with his life. Warforged are quick learners, and using no fewer than 5 called-in favors from the Last War, F.R.A. was able to study at Morgrave University in Sharn, Breland, quickly becoming a top scholar in Abyssal texts. I will gladly work with you to determine a reason why a Warforged would venture outside of Eberron. Perhaps F.R.A. wanted to meet a blacksmithing master to perfect his craft.
Hi, I’ve played a few 5e one shots and I really enjoyed playing. Unfortunately it’s always hard for me to find several hours at a time to consistently sit down and play every week, so I haven’t had the chance to do a full campaign. I hadn’t heard of PbP before this posting, but it sounds fantastic! Interacting with the story, DM, and other players regularly, just a few paragraphs at a time, sounds way more manageable than spending several hours only occasionally. I’d really love to join the party!
It looks like there’s potentially already a cleric, a rogue, and several various fighters, so I thought a straight up magic user might be a nice addition. I’d like to try a Dragonborn Sorcerer. It makes sense both mechanically and thematically, and hopefully it’ll add some good flavor to the mix of the adventurers. Here’s my basic outline so far, and I’ll add a good backstory tomorrow.
Name: Ghutvin
Race: Dragonborn (Green Ancestry)
Class: Sorcerer (Draconic Bloodline)
Ability Scores 1: 12, 11, 11, 18, 14, 10 - Definitely prefer this one but am flexible!
The being currently known as Varyn Dalastran was the son of a minor Elf lord stolen by pirate slavers as a child. The ship that he and his family had been on was waylaid by pirates on the Azure Sea. His father was killed during the attack and he and his mother were taken far to the south. For many years he worked in the household of a high ranking member of the Scarlet Brotherhood. The life of a domestic slave was hard but mostly bearable until he was accused of stealing from his master. As punishment, his master had his mother flogged and then slit her throat. Shackled, and unable to save her, Varyn cried out in anguish and pain from the core of his existence. The extreme emotion and horror of his helpless situation caused him to black out.
Varyn woke to find his captors dead, his bonds destroyed, his hair turned completely white, and a strange magical power now at his command. He fled the lands of his captors and sailed back north to the anonymity of the larger cities. While obtaining new papers and a new identity to avoid possible pursuit or retaliation from the Brotherhood he fell in with a small group of con artists and performers. For several years he traded his newfound magical skills to aid them with their security and intelligence gathering while learning the arts of performance, subterfuge, and confidence games.
After several years, and having absorbed all he could from the small troupe, he left them after becoming worried that his security may have been compromised on a job. For the safety of the group, and his own peace of mind, the being now called Varyn set out to disappear once again. This time in the Free City of Greyhawk...
OOC: I’m happy to send the character sheet link to the DM as soon as you like. Thanks for consideration and I’m very happy to see a Greyhawk game on the boards!
Backstory: Ragnor wanted nothing more than to stand arm and arm with his fellow Dwarf guard, staring at the enemy while he hammered away at them...ready to put his life on the line. And that is how he started, until that fateful day. The orc hoard was on the move and Ragnor was part of the advance Dwarf guard sent to stop them in the high mountains where the narrow pass prevented the orcs from using their numbers to swamp the Dwarf defenders. The first day the dwarfs held. That night there was thunder and lightning, and the gods seemed pleased.
The next morning was to bring disaster. The orcs had found an underground tunnel and the Dwarf forces where surrounded, with a mass of orcs closing on both sides. Hours of constant battle and the dwarfs held, until the orc Shaman appeared, using dark magic he struck fear into the dwarven ranks, causing many of Ragnor's comrades to freeze in place and drop their weapons. The orce horde came in for the coup de gras.....the position was swarmed...Dwarfs were being dragged down and killed...Ragnor fought on..Finally, the last of the Dwarfs fell....Ragnor one of the last screamed into the sky as he prepared to die. And something answered. A loud crack of Thunder. And suddenly, multiple lighting bolts struck the ground around the battling figures, and everything went black.
Ragnor later woke under a mass of orc corpses, surrounded by the blackened corpses of not only these orcs but also the Dwarf Warriors themselves. A scar in the shape of a Lightning bolt marked his cheek...he returned to his family and clan, only to find himself outcast. A weilder of magic could not fight with the Dwarven guard...his life changed forever...
Ragnor still prefers to fight up close and staring down his opponent....but is learning to use the power of the storm sorcerer as he can.Ability scores: 1415912811
Backstory: Broki is the illegitimate child of the then Prince in waiting Accura Wingspear. He is now King of the Unreachable Peaks. Broki was told that on the day of her birth she was smuggled out of the palace before the Prince became aware of her by whom she does not know. The Prince could not have any stains on his honour and would have had her killed. Her surname is Fledgling, one given to all illegitimate children so as not to accidentally confuse them with true and noble Aarakocra.
Her mother (Sloani Whitetip) took her from the air elemental plane to the material plane and hid her in the Wildlands (a place heavily populated with trees to prevent prying eyes) where she grew up wandering around, exploring, but ever mistrustful of the rich and powerful who even here seemed to treat those less fortunate than them as playthings. The Forest became her own little fiefdom where she considered herself naturally the apex predator.
When she was nearly grown aged 3, a band of orcs came hunting near their home. Broki and her mother tried to run as they were severely outnumbered. Her mother turned and attacked the Orcs giving Broki a chance to escape. Ever since she has been hunting Orcs in return, hoping to find out what had happened to her mother.
Sloani had warned her daughter that her father and more importantly his wife the now Queen would destroy her utterly if her existence was discovered as she could challenge line of succession if she was to a mass enough allies and strength.
Broki spent a while wandering the Wildlands hunting and learning, when she was suddenly set on by a Giant Vulture, who tore into Broki's side with it's great talons. Broki managed to break free by jamming her shortsword into the Vulture's foot causing it to rear back in pain, releasing Broki. She sprang forward and drew her longbow. A daring aerial battle between the two took places before Broki manage to fire an arrow that hit the wing joint of the Giant Vulture causing it to fall from the sky. Broki chased it down to the ground and managed to hack away at the monster, eventually taking it's head. A trophy she carries to this day.
Whether the Giant Vulture was in league with her Father or it was a chance encounter, it is no longer safe for Broki in the Wildlands and she decided she needs to find stronger allies and headed into civilisation in search of them.
The bastard of a baker's daughter and an elven bard, who had little interest in being a father Athelynn lived in a very humble home until, for reasons unknown, Lord Hasir Deabaunt offered her mother a large sum to take Athelynn as his ward when she was just five. Her mother quickly accepted. Athelynn left with Lord Hasir and never saw her mother again.
Lord Hasir gave Athelynn an education she could've never obtained on her own, but he had no affection in his heart. It seemed the noble warlock wished more to have someone in awe of his power and intelligence more than anything else. It was during a soiree of his Athelynn met Queen Titania, though she was under a guise. Feeling pity for Athelynn, and wanting to screw with Hasir, Titania offered her a chance to be free of him. Not realizing who Titania was or what she truly was offering, Athelynn accepted.
Now to appease her new patron, Athelynn must go out into the world in search of adventures so that she may later entertain the queen and her court.
Rollback Post to RevisionRollBack
You Keep Using That Word, I Do Not Think It Means What You Think It Means
Jassan grew up in the town of Pearl Beacon on the coast of the Bay of Gates. Her upbringing was a modest one with both of her parents working from dawn till dusk. Her father worked on fishing ships while her mother bought, sold, and traded in the markets. This left Jassan largely entertaining herself, preferably with a book. She was a prodigious reader and loved to immerse herself in stories of history, foreign lands, and most of all... magic! Her one true friend and companion was an elderly neighbor woman named Wan Mei, or Auntie Wan as Jassan called her. Wan Mei had lived in Pearl Beacon about as long as anyone could remember, but she was originally from Nippon Island. Whenever Jassan asked her why she came to the North Kingdom or why she had moved so far from her home, she would simply reply, "Oh child, it was so long ago, I can hardly remember..." Wan Mei would always trail off, with a forlorn look in her eyes, and then inevitably change the subject. However even though Wan Mei would never discuss her travels from Nippon Island to the North Kingdom, she was frequently entertain Jassan with stories of her homeland. The two spent many hours practicing the slow, graceful folk dances of Nippon. Wan Mei encouraged Jassan to practice everyday, insisting that the dances were more than just beauty and motion. They were exercises for the body, mind, and spirit that taught one dexterity, balance, and even acrobatics. Jassan loved her elderly friend as if she were her own grandmother. As Jassan aged, the shipping and trading traffic through Pearl Beacon increased. This brought some level of comfort for the locals, but also an ever growing threat from pirates, bandits, and slavers. The worst among them were the goblins, whose erratic attacks and targets seemed coordinated in some way, but no one could decipher how. This mysterious threat motivated Jassan to leave the only home she'd ever known and to study at the University of Greyhawk. Surrounded by so much knowledge, she hoped to learn more of the goblins, their ways, and how to protect her people against them. This last point was a particular point of pride for Jassan as she had discovered a certain ability for learning and weilding the forces of magic. She enrolled at the University's School of Magic and studied for several years. While she loved the pursuit of knowledge and her blossoming arcane skills, she was always mindful of her true purpose - to return to Pearl Beacon and protect her home. On the night before her graduation, the young wizard had a dream like none other she'd ever experienced. Jassan saw herself leaving Greyhawk and starting down the road that would lead her to the North Kingdom and eventually home. Suddenly Wan Mei stood before her and would not let her pass. The old woman looked more frail than Jassan remembered, and even perhaps, slightly translucent. No matter what Jassan said or did, Wan Mei remained silent but would not let her pass. She performed one dance after another, gliding and sweeping around Jassan, more elegantly and effortlessly than ever before. Finally when Jassan asked, "Auntie Wan, why won't you let me return home?" Then her oldest and dearest friend stopped, looked her in the eyes, and said, "Oh, child. You will return home one day, but then this day will be so long ago, you will hardly remember... Until then, I will look after your home. Now go!" Jassan woke up, startled but certain. At the end of this day, she will have graduated, become a wizard, and begin a quest. She did not yet know where her path would lead her, how long it would take, or what perils awaited her. But she knew that she would eventually return home, older, wiser, and more skilled than ever, ready to protect her home.
I would like to try my hand at running a game on this forum. I’m looking for a group of players who are interested in playing a fast-moving PBP game. It will begin in the city of Greyhawk setting but may expand. New players preferred. The city is cosmopolitan, so characters may have any background.
Please roll your character using the dice roller provided. 4d6 dropping the lowest. You may roll twice and choose.
Character creation will be done on DnD Beyond using only WotC books. Homebrew, and Unearthed Arcana material is not usable.
Only characters of good or neutral aligned with backgrounds will be considered. The backgrounds should be at least three paragraphs.
Please be prepared to play as a team and to post regularly, I’m home for the duration and intend to post with frequency.
I will choose a group of between 4-6 players in the next few days.
Exactly what dice roller do you speak of? I may be missing something but I do not see a "dice roller" to generate ability scores per se.
Ability scores: 14 13 10 16 17 14
Ability scores: 13 11 10 12 8 15
Pomenia (Half-Elf Cleric - Life Domain, Background: Acolyte)
Left at the doorsteps of a temple to Pelor as an infant and taken in by High Priest Nhimyr, Pomenia has known of nothing else but temple life for all her 35 years. As a child she was an avid learner and intensely curious, balancing chores around the temple with sneaking into Nhimyr’s study to pour over his collection of scholarly texts. On one such occasion late in her 12th year she knocked over an oil lamp on his desk, causing its hot contents to spill and burn her hands as she attempted to protect the books she was reading. Nhimyr, hearing screams, rushed in and quickly healed her hands. As Pomenia watched in enchantment as the angry red burns on her hands smoothed and the skin cooled.
From that moment she knew she wanted to be a healer, and Nhimyr who had observed her over the years accepted her as his apprentice. For 23 years, Pomenia learned all she could from Nhimyr both in the ways of healing and of Pelor. He watched as she grew and learned, at time playing the teacher and other times the priest. He was the one who anointed her a priestess in training of Pelor, under the light of the midsummer sun as was the custom.
In the spring of her 35th year, she found her mentor, the man who had both raised her and saved her, on the floor of the inner sanctum of the temple. As she cleared his study, going through the books that had shaped her she found a letter tucked in the pages of the first healing text he had assigned to her. It spoke of the fondness he had seen in her and how the light of Pelor shone through her. Tears running down her face, she read her mentor's one and final request: find a lost artifact of Pelor and return it to the temple.
The next day, after never having left the temple grounds, Pomenia set out in search of the artifact her mentor wrote of, heading towards the city of Greyhawk. Stepping out of the forest that hid the temple, Pomenia touched the golden crystal amulet she was given by her mentor, the only evidence of her home, and slipped into the world.
Going to roll and come up with some ideas.
Ability scores: 11 11 11 14 9 14
Ability scores: 7 14 14 9 8 7 - will go with these.
Name: Brom Muthrahd
Race & Class: Human (Variant) Rogue (to go mastermind)
Background: Guild Artisan (Alchemist and Apothecary)
Backstory:
Orphaned as a young boy, Brom was taken in by a local apothecary who taught him his trade. Over the years, Brom became quite adept at creating potions and poisons (leads to Resilience feat for Con). Growing up though, he always wanted for more. Wishing for adventure and great treasure. One day he witnessed several thieves conducting business, though they were not aware due to his perceptive nature and adept ability to hide. These rogues incited the desire to follow their daredevil life. As he came of age, his mentor and the guild offered him the opportunity to complete his training, though he would need to pay them back at some point. With that, Brom was able to travel, peddling his wares, but also begin his second life as an unassuming rogue, thief and mastermind.
Character Sheet: https://ddb.ac/characters/32299216/HbqcOd
Ability scores: 14 15 10 7 11 12
Ability scores: 11 10 10 13 18 8 (going with this one)
Name: Nidrol Seriphina
Race & Class: Sea Elf Barbarian
Background: Fisher
Backstory:
A wise man dears the sea in a storm, to the sea elf Nidrol Seriphina those words were not but lies. Born in a coastal village Nidrol's family made their living primarily trough the fishing trade; her father, a sea elf by the name of Fer'leth, and her mother, another sea elf named Pherina, would dive the depths of the sea to hunt the more exotic denizens of the deep. Squid, shark, octopus, large tuna, they were all things Nidrol learned how to hunt, clean, and which parts of each sold for the most. It was a good life, but it was not the only way in which Nidrol's family earned their gold. Nidrol's uncle, a sea elf by the name of Lithwin, ran a salvaging operation taking gold from wealthy clients to recover lost treasures. Lithwin would often hire Nidrol's family taking them out to the open sea for days at a time retrieving whatever the merchant or noble needed to be retrieved. These trips lead to Nidrol's love of the open sea and it was one of the these trips Nidrol learned the grace of storms.
When Nidrol was a young adult Lithwin hire Fer'leth, Pherina, and herself to aid in the recovery of an item from a recently sunken ship by the name of The Silverwind Rider. The client said The Silverwind Rider had been a merchant ship that had been sunk in a storm on its way to Greyhawk. Everything about it sounded like any other salvage job, they didn't know the trouble they were to sail into.
It took three weeks for them to reach the location of the wreck given to them by the client and another two days after that to find the toppled ship on the ocean floor. Finding the item, a chest hidden in the captains quarters, had been a simple enough task it was when they brought the chest on to their ship where the client was waiting that things changed. The first thing Nidrol had noticed was the oncoming storm, the second was the strange number of armed guards waiting for them on deck. The client thanked Lithwin for his aid then ended his life with a crossbow bolt to his neck. A boom of thunder sounded as Lithwin's body hit the deck and the sky opened to a violent squall. Pherina was the next to fall from a blade thrust through her chest followed by Fer'leth who before he fell tossed Nidrol off the ship into safety. The storm stopped the client from chasing after Nidrol so he left her in the open seas.
A week later a small transport ship found Nidrol drifting alone in the endless blue. She had survived by using the skills her parents had taught her as an anger towards the man that betrayed her family slowly grew with in her. The captain of the ship, a water genasi who went by the name Maelstrom, saw the growing storm within Nidrol and after she recovered began teaching her on how to channel that storm to become swift and deadly. Now Nidrol travels from city to city as a sword for hire to earn coin and to one day sent the body of the man who betrayed her to the darkest depth of the sea.
Nevermind. I was looking for one in the character builder program.
Ability scores: 15 13 10 15 15 9Ability scores: 14 13 14 13 13 17
Ankin Tosscobble is a city-boy, a halfling brought up on the streets of the Free City. Turns out it's only free if you're prepared to take a loose interpretation of ownership towards goods and chattels. This was something the young lad had become adept at, although he was careful to only take what he needed - greed could get you a hiding at best, a swift death to a blade or, worst of all, maimed. The slum quarter was rife with cripples and beggars, victims of war, accident and disease. He had no relish to become join them.
Amongst the other youths he'd espoused the nickname "Deadeye" for his ability to place a stone into a pot from 20 paces; with the cruelty that only children can muster, he'd instead been labelled with the moniker "Tosscobble". He'd been in his fair share of fights and won plenty enough times, having an uncanny knack for dodging his antagonist's blow and striking them when and where they least expected. He possessed a skill with weapons too; he could handle a short bow or light crossbow as well as any hunter or watchman.
He was no bard, but he had acquired a viol and enough skill to occasionally earn a little respectable coin from some of the lesser inns. He'd also earned the interest of one of the barmaids at a place down the river quarter, and lodgings that came with the affections. The lass was a stout one, all the more so with the impending onset of Tosscobble junior. Ankin is now in pressing need of coin, honest coin if at all possible.
I'd like to jump on. I'm gonna roll then flesh out a character. He back in a bit with an edit.
Ability scores: 15 15 11 13 14 13
Ability scores: 9 11 16 8 12 10
**edit**
Okay I'm back. Here is the char link: https://ddb.ac/characters/31119516/wsXvWr
**This Space for Rent**
Hi, I'd like to join. I can post up to 2-3 times per day.
Here are my rolls, and I'll edit with my character in the next day or so:
Ability scores: 11 6 17 12 11 14
Ability scores: 15 11 13 14 10 13
Hansi Ashwater - Variant Human Bard
Hansi was born to a noble family who made its fortune in diplomacy. He wanted for nothing as a child, except for his family's attention. So he often got into trouble, more so than normal for his age. He was once found dressed as a beggar on the streets of Greyhawk. Another time, he was found playing his panflute for tips. Another time, he was locked for a day in a city guard armoury while he was trying to steal a sword. He wanted every day to be an adventure. Fate had other plans.
He was 16 and, after a long day of lessons with the house tutors, Hansi was playing his panflute on his window sill, watching the sunset. His parents entertained some nobles this evening and he knew everyone was expected in the common room. His parents were used to his rebellious nature, but they would send a servant to fetch him, nonetheless. His attention was caught by something moving in the garden below: a weasel. It approached the building, looking up at Hansi, then climbed on the water spout and landed on the window sill. Hansi stopped playing. "What's your name, little one?" The weasel replied with small clicking sounds. "If you don't have a name, I guess I can choose one for you." At that, the weasel darted back to the window sill and climbed back down. "Hey! Where are you going?". The weasel was standing on his hind legs in the garden, looking at Hansi and nervously flailing its tail from side to side. "Come back! I'll play more songs." The weasel made a few more steps away then turned back towards Hansi, tail flailing. Then again. "Okay, wait!", and he climbed down the water spout. The weasel led Hansi onto the streets of Waterdeep next to a fountain, where it drank some water and let Hansi approach and play his panflute. It was well into the night when Hansi started back home, the weasel hitchhiking into his pocket.
The first signs that something was not right was the smell, then the smoke. He found his family's estate burning in a vicious fire, straight out of a nightmare. A crowd was already gathered, some people carrying buckets of water, but none dared approach. There were no survivors.
Hansi was instructed well enough to realise that his family or their guests were the targets of an assassin. His family name used to open doors, but now it could mean danger, so he stayed away from acquaintances. He begged and played his panflute to earn coins for food and sometimes shelter. The weasel never left his side. It seemed to have an unusual intelligence and magic about it, and there was a connection between the two that was growing stronger every day. And some of that magic seemed to rub onto Hansi. His music was never that good, but now, even missing the usual lessons with his tutor, Hansi played like a master.
Years passed, Hansi playing in taverns, stealing and swindling rich people for a living, moving from ward to ward and changing his identity often. He constantly tried to find information about his family's murder, but the truth still eluded him. If only he knew who visited that night.
Ability Roll 1: 15, 11, 10, 16, 16, 9
EDIT: I will use the first one, probably. With your blessing, I would like to shift some points around, but if I can't, that is no skin off my back.
Ability Roll 2: 10, 13, 8, 16, 13, 10
My character is Fire, Ready, Aim (F.R.A. for short, pronounced "Frey"), the Warforged Artificer. Near the end of the Last War, F.R.A. was created to serve as part of an elite strike force called Flash Light, along with four other Warforged named Holiday, Planetary, Victorious, and Sympathy. These five were created with a heightened degree of independence so as to carry out a complex mission without endangering a valuable flesh and blood commander. Their mission was to infiltrate a stronghold in Aundair to take vital information pertaining to weaknesses of the nation, hoping to find for Cyre a way to siege Aundair to ensure defeat. During their time in Aundair, however, Sympathy was killed in action holding off a horde of Aundairians to give time for the other members of Flash Light to escape. To make matters worse, the nation of Cyre was destroyed in the Day of Mourning, resulting in Flash Light having no place to return to.
Two years later came the Treaty of Thronehold, freeing the Warforged. Planetary joined the Lord of Blades, seeking a violent overthrow of creatures of flesh. Holiday and Victorious went to Neverwinter to seek something new. F.R.A. carried with him a letter that Sympathy had written, as part of an agreement that they'd have a goodbye letter for each other should either die. Struck by the loss of Sympathy, F.R.A. set out on his own as a freelancing Battle Smith, hoping to fix some things in the world, and with Sympathy's dying questions close to his metaphorical heart: What constitutes a soul, do the Warforged have them, and does anybody have one?
Following a year of freelance smithing in Breland, F.R.A. realized that he wanted to learn more with his life. Warforged are quick learners, and using no fewer than 5 called-in favors from the Last War, F.R.A. was able to study at Morgrave University in Sharn, Breland, quickly becoming a top scholar in Abyssal texts. I will gladly work with you to determine a reason why a Warforged would venture outside of Eberron. Perhaps F.R.A. wanted to meet a blacksmithing master to perfect his craft.
Shonisaurus, Artificer Enthusiast
Hi, I’ve played a few 5e one shots and I really enjoyed playing. Unfortunately it’s always hard for me to find several hours at a time to consistently sit down and play every week, so I haven’t had the chance to do a full campaign. I hadn’t heard of PbP before this posting, but it sounds fantastic! Interacting with the story, DM, and other players regularly, just a few paragraphs at a time, sounds way more manageable than spending several hours only occasionally. I’d really love to join the party!
It looks like there’s potentially already a cleric, a rogue, and several various fighters, so I thought a straight up magic user might be a nice addition. I’d like to try a Dragonborn Sorcerer. It makes sense both mechanically and thematically, and hopefully it’ll add some good flavor to the mix of the adventurers. Here’s my basic outline so far, and I’ll add a good backstory tomorrow.
Name: Ghutvin
Race: Dragonborn (Green Ancestry)
Class: Sorcerer (Draconic Bloodline)
Ability Scores 1: 12, 11, 11, 18, 14, 10 - Definitely prefer this one but am flexible!
Ability Scores 2: 9, 17, 8, 14, 8, 11
Background: Noble (within his dragonborn clan)
I will be closing recruitment tomorrow morning around 7am Pacific time. Characters must have a background to be considered.
Name: Ragnor Storm Cursed
Race & Class: Mountain Dwarf Storm Sorcered
Background: Soldier
Backstory: Ragnor wanted nothing more than to stand arm and arm with his fellow Dwarf guard, staring at the enemy while he hammered away at them...ready to put his life on the line. And that is how he started, until that fateful day. The orc hoard was on the move and Ragnor was part of the advance Dwarf guard sent to stop them in the high mountains where the narrow pass prevented the orcs from using their numbers to swamp the Dwarf defenders. The first day the dwarfs held. That night there was thunder and lightning, and the gods seemed pleased.
The next morning was to bring disaster. The orcs had found an underground tunnel and the Dwarf forces where surrounded, with a mass of orcs closing on both sides. Hours of constant battle and the dwarfs held, until the orc Shaman appeared, using dark magic he struck fear into the dwarven ranks, causing many of Ragnor's comrades to freeze in place and drop their weapons. The orce horde came in for the coup de gras.....the position was swarmed...Dwarfs were being dragged down and killed...Ragnor fought on..Finally, the last of the Dwarfs fell....Ragnor one of the last screamed into the sky as he prepared to die. And something answered. A loud crack of Thunder. And suddenly, multiple lighting bolts struck the ground around the battling figures, and everything went black.
Ragnor later woke under a mass of orc corpses, surrounded by the blackened corpses of not only these orcs but also the Dwarf Warriors themselves. A scar in the shape of a Lightning bolt marked his cheek...he returned to his family and clan, only to find himself outcast. A weilder of magic could not fight with the Dwarven guard...his life changed forever...
Ragnor still prefers to fight up close and staring down his opponent....but is learning to use the power of the storm sorcerer as he can.Ability scores: 14 15 9 12 8 11
Ability scores: 12 10 12 11 15 13
Ability scores: 14 11 13 18 10 15
Ability scores: 10 15 11 6 11 10
Character to come...
Hi,
Throwing in a Aarakocra Ranger into the mix.
Dice rolls for Ability Scores:
Roll1 Ability scores: 17 14 18 16 16 12
Roll2 Ability scores: 14 15 13 14 11 10
Going with Roll1, so please meet:
Name: Broki Fledgling
Class: Female Aarakocra Ranger
Background: Wanderer
Character Sheet Link
Backstory:
Broki is the illegitimate child of the then Prince in waiting Accura Wingspear. He is now King of the Unreachable Peaks. Broki was told that on the day of her birth she was smuggled out of the palace before the Prince became aware of her by whom she does not know. The Prince could not have any stains on his honour and would have had her killed. Her surname is Fledgling, one given to all illegitimate children so as not to accidentally confuse them with true and noble Aarakocra.
Her mother (Sloani Whitetip) took her from the air elemental plane to the material plane and hid her in the Wildlands (a place heavily populated with trees to prevent prying eyes) where she grew up wandering around, exploring, but ever mistrustful of the rich and powerful who even here seemed to treat those less fortunate than them as playthings. The Forest became her own little fiefdom where she considered herself naturally the apex predator.
When she was nearly grown aged 3, a band of orcs came hunting near their home. Broki and her mother tried to run as they were severely outnumbered. Her mother turned and attacked the Orcs giving Broki a chance to escape. Ever since she has been hunting Orcs in return, hoping to find out what had happened to her mother.
Sloani had warned her daughter that her father and more importantly his wife the now Queen would destroy her utterly if her existence was discovered as she could challenge line of succession if she was to a mass enough allies and strength.
Broki spent a while wandering the Wildlands hunting and learning, when she was suddenly set on by a Giant Vulture, who tore into Broki's side with it's great talons. Broki managed to break free by jamming her shortsword into the Vulture's foot causing it to rear back in pain, releasing Broki. She sprang forward and drew her longbow. A daring aerial battle between the two took places before Broki manage to fire an arrow that hit the wing joint of the Giant Vulture causing it to fall from the sky. Broki chased it down to the ground and managed to hack away at the monster, eventually taking it's head. A trophy she carries to this day.
Whether the Giant Vulture was in league with her Father or it was a chance encounter, it is no longer safe for Broki in the Wildlands and she decided she needs to find stronger allies and headed into civilisation in search of them.
Name: Athelynn Everwood
Race: Half Elf
Class: Archfae Warlock
Ability Scores: 6 10 12 12 11 16
Backstory:
The bastard of a baker's daughter and an elven bard, who had little interest in being a father Athelynn lived in a very humble home until, for reasons unknown, Lord Hasir Deabaunt offered her mother a large sum to take Athelynn as his ward when she was just five. Her mother quickly accepted. Athelynn left with Lord Hasir and never saw her mother again.
Lord Hasir gave Athelynn an education she could've never obtained on her own, but he had no affection in his heart. It seemed the noble warlock wished more to have someone in awe of his power and intelligence more than anything else. It was during a soiree of his Athelynn met Queen Titania, though she was under a guise. Feeling pity for Athelynn, and wanting to screw with Hasir, Titania offered her a chance to be free of him. Not realizing who Titania was or what she truly was offering, Athelynn accepted.
Now to appease her new patron, Athelynn must go out into the world in search of adventures so that she may later entertain the queen and her court.
You Keep Using That Word, I Do Not Think It Means What You Think It Means
Name: Jassan
Race: Human
Class: Wizard
Ability Scores, 18,14,12,11,11,10
Jassan grew up in the town of Pearl Beacon on the coast of the Bay of Gates. Her upbringing was a modest one with both of her parents working from dawn till dusk. Her father worked on fishing ships while her mother bought, sold, and traded in the markets. This left Jassan largely entertaining herself, preferably with a book. She was a prodigious reader and loved to immerse herself in stories of history, foreign lands, and most of all... magic! Her one true friend and companion was an elderly neighbor woman named Wan Mei, or Auntie Wan as Jassan called her. Wan Mei had lived in Pearl Beacon about as long as anyone could remember, but she was originally from Nippon Island. Whenever Jassan asked her why she came to the North Kingdom or why she had moved so far from her home, she would simply reply, "Oh child, it was so long ago, I can hardly remember..." Wan Mei would always trail off, with a forlorn look in her eyes, and then inevitably change the subject. However even though Wan Mei would never discuss her travels from Nippon Island to the North Kingdom, she was frequently entertain Jassan with stories of her homeland. The two spent many hours practicing the slow, graceful folk dances of Nippon. Wan Mei encouraged Jassan to practice everyday, insisting that the dances were more than just beauty and motion. They were exercises for the body, mind, and spirit that taught one dexterity, balance, and even acrobatics. Jassan loved her elderly friend as if she were her own grandmother. As Jassan aged, the shipping and trading traffic through Pearl Beacon increased. This brought some level of comfort for the locals, but also an ever growing threat from pirates, bandits, and slavers. The worst among them were the goblins, whose erratic attacks and targets seemed coordinated in some way, but no one could decipher how. This mysterious threat motivated Jassan to leave the only home she'd ever known and to study at the University of Greyhawk. Surrounded by so much knowledge, she hoped to learn more of the goblins, their ways, and how to protect her people against them. This last point was a particular point of pride for Jassan as she had discovered a certain ability for learning and weilding the forces of magic. She enrolled at the University's School of Magic and studied for several years. While she loved the pursuit of knowledge and her blossoming arcane skills, she was always mindful of her true purpose - to return to Pearl Beacon and protect her home. On the night before her graduation, the young wizard had a dream like none other she'd ever experienced. Jassan saw herself leaving Greyhawk and starting down the road that would lead her to the North Kingdom and eventually home. Suddenly Wan Mei stood before her and would not let her pass. The old woman looked more frail than Jassan remembered, and even perhaps, slightly translucent. No matter what Jassan said or did, Wan Mei remained silent but would not let her pass. She performed one dance after another, gliding and sweeping around Jassan, more elegantly and effortlessly than ever before. Finally when Jassan asked, "Auntie Wan, why won't you let me return home?" Then her oldest and dearest friend stopped, looked her in the eyes, and said, "Oh, child. You will return home one day, but then this day will be so long ago, you will hardly remember... Until then, I will look after your home. Now go!" Jassan woke up, startled but certain. At the end of this day, she will have graduated, become a wizard, and begin a quest. She did not yet know where her path would lead her, how long it would take, or what perils awaited her. But she knew that she would eventually return home, older, wiser, and more skilled than ever, ready to protect her home.
https://www.dndbeyond.com/profile/GlitchBob/characters/32426127
Thank you all for responding. the party members chosen have been contacted by PM. Good luck to you all and good gaming!
Stat roll
Ability scores 1: 17 16 14 16 12 13
Ability scores 2: 13 8 14 4 7 15