This post has potentially manipulated dice roll results.
It's almost October, and that means that Halloween will soon be upon us. So coupled with the fact that Icewind Date: Rime of the Frostmaiden has recently released, I'm looking for a party of five to explore Icewind Dale. We will start with the free encounters of the week that tie into Icewind Dale and then we will move onto the main adventure.
Please create your characters using officially released material, no homebrew.
For stats roll four, rerolls ones, and drop lowest.
E.g.: Ability scores: 161017151412
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Backstory- In the Shadow of the Mountain grew up on the mean streets of Baldur's Gate, with nothing but his speed and quick wits keeping him from an early death. He made allies in the darkest parts of the city and earned coin dribbling rumors and information both ways between those shadows and the biggest buildings in Baldur's Gate. He likes collecting fibs, exaggerations, and stories. Now, however, The Cat Lord calls him north, almost too far north, to the cold, to Luskan. In the Shadow of the Mountain has dark, greasy fur parted by long, thin scars. A small part of his right ear is missing. He scratches and scratches and may have fleas.
Backstory: Former cook for the Mage's guild of Ironmaster turned Wizard's apprentice. On a quest from his Master to learn more about Giants and their strange Runic Magic.
Backstory: Rianath grew up in a small settlement on the Sword Coast, and always loved accompanying his father on the monthly trips into Waterdeep for business. Since he was old enough to develop fine control of his sticky fingers, he's been finding himself tumbling headfirst into one giant problem after another. Curiosity has led him to breaking into places he ought not be and taking things that should not be taken a few too many times, so he tries not to stay in one city for too long. Being around long enough to be recognized would not be... ideal... after all.
He's always looking for more interesting ways to make coin, and his heart burns with desire for a real adventure.
Born into a small northern, sea-side village to a half-elven mother, Rahk has known the value of hard work all her life. She learned the value of rage early, bitterly mastering control of herself while village children threw stones and picked on her for her monster skin and golden eyes. Still, she never let their actions harden her, almost spitefully embracing the joy and love her mother instilled in her. She has always stuck out, with her height and her bright red curls, often piled high and wrapped into braids, and so she has set out to make a name for herself outside of her tiny village, though she left her mother's side reluctantly. She has listened to tales from adventurers passing through her village all her life and is resolved to follow them to glory of her own. This is how she find herself in Icewind Dale, chasing the scent of adventure.
Backstory: Born on the only sunny day of a terrible winter, son to a humble dwarven family in a small human settlement, Muharg spent his early life learning from his parents the art of blacksmithing, dwarven culture, and, when mom was not looking, learning how to fight like a true dwarf with his dad. Even though their family-run dwarven-quality blacksmith was not the most successful business in a farmer's community, life was simple and happy those days and Muharg was not really able to imagine what all those fighting lessons would be useful for... until THAT day.
When Muharg was 80 years old, the jarl Armand Figtree, the lord to whom Muharg's home town had to pay their taxes, passed away without a heir, which lead to a series of skirmishes between the jarl's army, defending the rights of Adelina, Armand's daughter, to rule the land (as stated on the jarl's will), and the army of Maino Paguis, the ambitious lord of the neighouring territory, who saw the opportunity to expand his lands and welth even further. Finally, unable to stand any longer the pain those skirmishes were causing to their peoples, Adelina surrendered to lord Maino, in exchange of keeping her position as jarl but paying homage to the lord, which, among other things, meant a rise of the taxes for her people. Even though Adelina tried to defend their people, lord Maino's greed was beyond limits, and he kept rising and rising the taxes.
One day, after Muharg's village not being able to pay their taxes in full for the last two months, Maino and a bunch of their men showed up in Muharg's village to claim what he was owed. Maino's minions hit men and women, children and old people, gave the sick freeezing showers and hung the babies from their ankles, threatening not to be "so kind" if there was another month without full taxes payment.
Muharg could not stand such injustice, and left the town to try and earn some gold so their parents could start a new life somewhere else, and swore to himself he would stand in the way of any injustice he might find. He found a job as guard on a merchant ship, where he finally managed to earn enough gold to find his parents a new home, far from that lord. They live now in a city where their services as blacksmiths are well needed and payed. Muharg however, keeps on with his journey as a stalwart defender of justice.
Name: Mid'Vur Shaan Race: Dragonborn (Silver) Class: Paladin Background: Far Traveler Backstory: When his people arrived in this world from Aber, they brought with them their hatred of the dragons. For ages, they and their ancestors had been enslaved and oppressed by the flying reptiles, and old hatreds die hard. Not so with Mid. For him, this was a new world, and that meant he could no longer rely on his ancestors' experiences blindly. He had to see, learn, for himself. He took to traveling, fighting evil and protecting the innocent wherever he went, and tried to learn as much as he could - especially about dragons. What he learned, particularly about the celebrated Silvers, wise Golds and righteous Bronze dragons filled him with curiosity and drove him to seek them out. He was especially interested in meeting a Silver, since he considered himself a distant relative, and such dragons were to be found, he learned, on the high mountain tops and in cold climates. So, he set out toward Icewind Dale, more a pilgrimage than a journey. He arrives at Ten Towns...
He wasn't like the other kobolds. A good bit more brash, a lot less cruel; he was typically seen as the oddball growing up. So really, it was little surprise when the rest of his gang of youthful raiders left behind on a botched trip to scavenge what they could on the outskirts of the city. Wounded and left for dead, the kobold was rather surprised to awaken (at all, really) with his wounds patched and an actual roof over his head. Let alone to find himself being cared for by a gruff yet surprisingly caring dwarven woman.
Her name was Tanith, she explained, and she'd been part of the group that had discovered and ran off the rest of his group. In all honesty, she said, it hadn't even been intended. She and her compatriots had stumbled upon them by accident and things had gotten chaotic. They didn't give a fig if the kobolds wanted to scavenge from the trash piles. After the others had run off, she'd found him unconscious but alive and in a moment of soft-heartedness, she'd brought him back to her home to nurse him back to health rather than leave him out for the dogs to chew on.
Confused but grateful, the kobold had little choice in the matter as his broken leg prevented him from leaving, regardless of his wariness and distrust of anyone who wasn't himself. Over time that mistrust dissipated, at least in regards to Tanith. As he healed, the kobold busied himself with assisting around the small house, and eventually with what seemed to be the dwarf's work. Tinkering with inexplicable mechanical devices, mending various items, and spending long hours drawing and writing in cramped dwarven script.
Tanith was an Artificer, one who married the arts of the arcane and the mechanical to create small wonders that the kobold was mystified to watch. Surprisingly, he began to show a knack for putting together small pieces and parts with his dextrous little fingers. A little at a time, Tanith began to teach him, guiding his innate curiosity and talent.
Eventually Tanith brought others to the house. Her friends, she said. Rather than being met with an immediate knife to the throat as he expected, the kobold became the object of much curiosity and impressed murmurs. Useful, they said. Potential, they said. Tanith, it seemed, was more than just a simple tinkerer and her friends were more than just companions. They were a gang of thieves, criminals who specialized in stealthy burglaries and fencing stolen goods. A diminuitive companion with less than any regard for the laws of the city could be an invaluable asset. Especially one that showed a knack for dealing with mechanical traps and obstacles.
"Well? You interested little guy? What's your name?"
The kobold looked around, thoughts whirring through his mind. Finally he smiled, a toothy grin that showed off the sharp points of his teeth.
Qinfaren has for a number of years wandered the hills and dales around the homeland of the Virven clan, acting as shepard, scout, and emissary to other clans of Firbolgs in the hills. While he may be away from home for months at a time, he always makes sure to be home for every equinox and solstice celebration, where he brews and drinks as much beer as he can and flirts with as many women as he can. Qinfaren is a touch naive about how others outside of the clans behave and at the same time is also extremely curious. However, with the weather changing over the last years and the ice and snow settling in, the balance of nature has shifted and the clan is desperate. Qinfaren has come down from the hills to Icewind Dale to find out what is going on.
Name: Bjorn "Whitewalker" Akannathi Race: Goliath Class: Ranger Background: Outlander Backstory: Skytower Shelter may be a harsh place to many people but to Bjorn it is home. Part of the Akannathi tribe, Bjorn and his fellow tribesmen have long since acclimatized themselves to the harsh conditions of the north. Bjorn especially, has a knack for find his way through the mountains even in the harshes snow storms, and hence he was given the nickname "Whitewalker" by the tribe chieftan.
As one of the tribes hunters, it falls on Bjorn to ensure the tribe stays well fed even in these harsh conditions, a duty he has carried out diligently without fail even while having to contending with the encroaching hunters of the rival Thuunlakala tribe from the neighbouring Wyrmdoom Crag. Things have changed in recent years however with the sun having not risen in two years. The lack of sun light has disrupted the natural cycle of many of the animals of the north, causing prey to be harder to come by.
Worried about the long term effects on the lives of the tribe if this continues, the Akannathi elders have sent Bjorn out to try to find the cause the ever night and to resolve it if he can.
Short Backstory: Descending from a noble line, Rednera was a noble who did his best, attending royal events and taking up his responsibility- until his parents died. After that, his noble life fell apart, leaving only bitterness. Now Rednera cares for no one but himself, and leads a not-so-lonely life with nature.
I'm a relatively new player, but I'll do my best to keep up.
Name: Surina Verthisathurgiesh
Race: Dragonborn (Copper, or Black, haven't decided)
Class: Paladin (aiming for Oath of Conquest)
Background: Soldier (PHB)
Hails from a unknown order of knights on the Sword Coast dedicated to taming any force to maintain natural order of mortal civilization and conquer any threats to it.
Honor and Law in everything.
Committed, stubborn, not entirely close minded.
Ruthless when necessary, the Oath of Conquest her guide in ambiguous matters.
The background was briskly written, but I'm happy to come up with and submit something more detailed.
I have selected those who will be playing this campaign. I cannot take you all, but you all have well thought out characters. I wish you luck for your future campaigns.
Those who I have selected will receive a message shortly.
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
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It's almost October, and that means that Halloween will soon be upon us. So coupled with the fact that Icewind Date: Rime of the Frostmaiden has recently released, I'm looking for a party of five to explore Icewind Dale. We will start with the free encounters of the week that tie into Icewind Dale and then we will move onto the main adventure.
Please create your characters using officially released material, no homebrew.
For stats roll four, rerolls ones, and drop lowest.
E.g.: Ability scores: 16 10 17 15 14 12
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Ability scores: 16 10 12 14 14 15
Name- In the Shadow of the Mountain (Shad)
Death on the Water and Baldur's Gate Bodyguard
Scores: 15 13 12 16 17 11
17
Ability scores: 10 12 15 16 14 16
Nice!
Jonathan Silvercoins, Human Wizard
Backstory: Former cook for the Mage's guild of Ironmaster turned Wizard's apprentice. On a quest from his Master to learn more about Giants and their strange Runic Magic.
Ability scores: 13 13 14 13 13 9
Not too shabby. Enter: Rianath Tallstag, Half-elf Rogue. Character sheet: https://ddb.ac/characters/36500799/QIsdkI
Backstory: Rianath grew up in a small settlement on the Sword Coast, and always loved accompanying his father on the monthly trips into Waterdeep for business. Since he was old enough to develop fine control of his sticky fingers, he's been finding himself tumbling headfirst into one giant problem after another. Curiosity has led him to breaking into places he ought not be and taking things that should not be taken a few too many times, so he tries not to stay in one city for too long. Being around long enough to be recognized would not be... ideal... after all.
He's always looking for more interesting ways to make coin, and his heart burns with desire for a real adventure.
Ability scores: 15 12 12 15 14 8Withdrawn.
Ability scores: 13 10 13 12 9 14
Name: Rahkati
Race: Half-Orc
Class: Barbarian
Backstory:
Born into a small northern, sea-side village to a half-elven mother, Rahk has known the value of hard work all her life. She learned the value of rage early, bitterly mastering control of herself while village children threw stones and picked on her for her monster skin and golden eyes. Still, she never let their actions harden her, almost spitefully embracing the joy and love her mother instilled in her. She has always stuck out, with her height and her bright red curls, often piled high and wrapped into braids, and so she has set out to make a name for herself outside of her tiny village, though she left her mother's side reluctantly. She has listened to tales from adventurers passing through her village all her life and is resolved to follow them to glory of her own. This is how she find herself in Icewind Dale, chasing the scent of adventure.
No Longer Active
Ability scores: 15 15 16 15 16 15
...
Ability scores: 11 12 13 12 15 14
Name: Raxos
Race: Half-Orc
Class: Barbarian
https://ddb.ac/characters/36481151/OL3Uj2
Ability scores: 15 11 14 11 12 9
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
-----
Name: Mid'Vur Shaan
Race: Dragonborn (Silver)
Class: Paladin
Background: Far Traveler
Backstory: When his people arrived in this world from Aber, they brought with them their hatred of the dragons. For ages, they and their ancestors had been enslaved and oppressed by the flying reptiles, and old hatreds die hard. Not so with Mid. For him, this was a new world, and that meant he could no longer rely on his ancestors' experiences blindly. He had to see, learn, for himself. He took to traveling, fighting evil and protecting the innocent wherever he went, and tried to learn as much as he could - especially about dragons. What he learned, particularly about the celebrated Silvers, wise Golds and righteous Bronze dragons filled him with curiosity and drove him to seek them out. He was especially interested in meeting a Silver, since he considered himself a distant relative, and such dragons were to be found, he learned, on the high mountain tops and in cold climates. So, he set out toward Icewind Dale, more a pilgrimage than a journey. He arrives at Ten Towns...
https://ddb.ac/characters/36501691/TWx3zc
Ok ill bite.
131312141518
Name: Click (Klikentian)
Race: Kobold
Class: Artificer
Background: Criminal
He wasn't like the other kobolds. A good bit more brash, a lot less cruel; he was typically seen as the oddball growing up. So really, it was little surprise when the rest of his gang of youthful raiders left behind on a botched trip to scavenge what they could on the outskirts of the city. Wounded and left for dead, the kobold was rather surprised to awaken (at all, really) with his wounds patched and an actual roof over his head. Let alone to find himself being cared for by a gruff yet surprisingly caring dwarven woman.
Her name was Tanith, she explained, and she'd been part of the group that had discovered and ran off the rest of his group. In all honesty, she said, it hadn't even been intended. She and her compatriots had stumbled upon them by accident and things had gotten chaotic. They didn't give a fig if the kobolds wanted to scavenge from the trash piles. After the others had run off, she'd found him unconscious but alive and in a moment of soft-heartedness, she'd brought him back to her home to nurse him back to health rather than leave him out for the dogs to chew on.
Confused but grateful, the kobold had little choice in the matter as his broken leg prevented him from leaving, regardless of his wariness and distrust of anyone who wasn't himself. Over time that mistrust dissipated, at least in regards to Tanith. As he healed, the kobold busied himself with assisting around the small house, and eventually with what seemed to be the dwarf's work. Tinkering with inexplicable mechanical devices, mending various items, and spending long hours drawing and writing in cramped dwarven script.
Tanith was an Artificer, one who married the arts of the arcane and the mechanical to create small wonders that the kobold was mystified to watch. Surprisingly, he began to show a knack for putting together small pieces and parts with his dextrous little fingers. A little at a time, Tanith began to teach him, guiding his innate curiosity and talent.
Eventually Tanith brought others to the house. Her friends, she said. Rather than being met with an immediate knife to the throat as he expected, the kobold became the object of much curiosity and impressed murmurs. Useful, they said. Potential, they said. Tanith, it seemed, was more than just a simple tinkerer and her friends were more than just companions. They were a gang of thieves, criminals who specialized in stealthy burglaries and fencing stolen goods. A diminuitive companion with less than any regard for the laws of the city could be an invaluable asset. Especially one that showed a knack for dealing with mechanical traps and obstacles.
"Well? You interested little guy? What's your name?"
The kobold looked around, thoughts whirring through his mind. Finally he smiled, a toothy grin that showed off the sharp points of his teeth.
"You can call me Click."
Sounds great.
Ability scores: 16 16 11 12 13 16
Name: Qinfaren the Quiet
Race: Firbolg
Class: Druid
Background: Outlander
Backstory:
Qinfaren has for a number of years wandered the hills and dales around the homeland of the Virven clan, acting as shepard, scout, and emissary to other clans of Firbolgs in the hills. While he may be away from home for months at a time, he always makes sure to be home for every equinox and solstice celebration, where he brews and drinks as much beer as he can and flirts with as many women as he can. Qinfaren is a touch naive about how others outside of the clans behave and at the same time is also extremely curious. However, with the weather changing over the last years and the ice and snow settling in, the balance of nature has shifted and the clan is desperate. Qinfaren has come down from the hills to Icewind Dale to find out what is going on.
Character Sheet: Qinfaren the Quiet
Ability scores: 17 13 12 13 15 15
Ability scores: 18 10 17 15 15 13
Name: Bjorn "Whitewalker" Akannathi
Race: Goliath
Class: Ranger
Background: Outlander
Backstory: Skytower Shelter may be a harsh place to many people but to Bjorn it is home. Part of the Akannathi tribe, Bjorn and his fellow tribesmen have long since acclimatized themselves to the harsh conditions of the north. Bjorn especially, has a knack for find his way through the mountains even in the harshes snow storms, and hence he was given the nickname "Whitewalker" by the tribe chieftan.
As one of the tribes hunters, it falls on Bjorn to ensure the tribe stays well fed even in these harsh conditions, a duty he has carried out diligently without fail even while having to contending with the encroaching hunters of the rival Thuunlakala tribe from the neighbouring Wyrmdoom Crag. Things have changed in recent years however with the sun having not risen in two years. The lack of sun light has disrupted the natural cycle of many of the animals of the north, causing prey to be harder to come by.
Worried about the long term effects on the lives of the tribe if this continues, the Akannathi elders have sent Bjorn out to try to find the cause the ever night and to resolve it if he can.
Sheet: https://ddb.ac/characters/36614234/ePD6oW
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
Ability scores: 9 16 10 15 15 15
I'm a relatively new player, but I'll do my best to keep up.
Name: Surina Verthisathurgiesh
Race: Dragonborn (Copper, or Black, haven't decided)
Class: Paladin (aiming for Oath of Conquest)
Background: Soldier (PHB)
The background was briskly written, but I'm happy to come up with and submit something more detailed.
Ability scores: 12 10 15 15 10 13
I have selected those who will be playing this campaign. I cannot take you all, but you all have well thought out characters. I wish you luck for your future campaigns.
Those who I have selected will receive a message shortly.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax