You have been hired by the mayor of Daggerford to hunt down the monster that has been attacking travelers and farmers at night. It's the 6th night you have been out in the darkness watching and waiting. The night air has a bit of a chill to it as a breeze flows past you, you pull your cloak up to keep warm. Your companions, all hired to do the same job, sit, stand, or lean around you, watching with you. A scream breaks the night's silence around 3 am. It's that of a young woman, it sounds like Sharon, a local girl who lives on a farm only a few yards from you. There is a crashing sound of wood splintering and screams of a man and woman. You rush with your party from your hiding places and towards the farmhouse. About 60 yards away, on the hill above the farmhouse, you see a silhouette bathed in the light of a full moon. It's that of a humanoid wolf standing about 7 ft. high. Clutched in its clawed hands is what appears to be a human limb. The creature raises it's head and a deep howl rushed out from it, shattering the cool night air. As you move towards it, it turns its head towards you. You can't make out much of its features but you do see the eyes. Large, glowing and red, bore deep into you. The creature turns and, with amazing speed, it disappears into the nearby woods. The farmer, dressed in his sleeping gown, and holding a pitchfork, rushes up the hill but stops short of the woods. Seeing your party he says "That's it, lads, it took my loves arm with it and I want it dead!" The farmer points to the woods.
There has to be a better way to make 20 gold, you think to yourself as the party rushes to the woods, following the creature. Your paces slows as you enter and you find the forest to be dark and quiet. Your senses seem acutely sharp in the darkness of the woods. As you travel forward you see a mist on the ground. At first, it is thin and spotty but as you go forward it grows thicker and denser. The mist starts to chill you even through your clothing. Suddenly you are afraid. Something is not right. This mist is unnatural and it appears to move of its own accord. Suddenly panic overcomes you. You have to get out! That is when the world goes dark.
You awaken at a forest edge. The party is around you, waking just as you do. Looking around you find the forest you are in is not the one you chased the creature into. Looking out you see what appears to be a dirt roadway about 30 ft. to the east of you, or what you believe is east and the sky has an overcast.
This is my take on the Curse of Strahd. I am looking for 4 to 6 players for the game. Roll 4d6, reroll 1's once. No evil alignments...evil folks tend to disrupt parties and hurt the PbP experience more than most. Starting at level 1. I know it's always like this but, for those that are part of the game, I guarantee level progression of up to 20, outside of my death or some horrible tragedy. Races: everything from the official materials plus allowing CR stuff as well. Just remember, nonhumans are unusual for the people of Barovia. Classes: any from the Official materials, UA and CR. Post the following: Ability Scores: Character Name: Class: Alignment: Background: Backstory: Character sheet link: -Looking for Good role-playing. Don't just make a character, make someone that you want to be memorable.
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Ability scores: 141413121010 Character Name: Reverence Class: Cleric - Grave Domain Alignment: Neutral Good Background: Acolyte Backstory:
Born in a graveyard in a small village and left nestled against a head stone, Reverence never knew her parents. She was raised by adherents of the Raven Queen, though they never explained why they didn’t simply leave her to die a natural death. It wasn’t a hard life for her, as she was a quiet child who often kept to herself, playing games with the ravens and watching grief-stricken mourners with the curiosity of a child who doesn’t understand. She was happiest among the headstones and grave dirt, learning early in life to see beauty in death, and taught the tenets of the Raven Queen’s service almost from the moment she could speak. She thought she would stay there forever, living quietly in the insular circle of followers within the temple, but the Raven Queen had other plans for Reverence.
Chosen of the Raven Queen
The young tiefling never expected her god to speak to her; as a creature of faith, she never needed it. But the Raven Queen came to her anyway, speaking to her in dreams, a whisper in the wind as it wound through the grave stones, a voice in the sound of air through the feathers of a raven’s wing. She found herself imbued with divine power, the natural Tiefling-red of her eyes fading to pure white; a warmth within her that whispered her name, that said the Raven Queen was with her and called her to a higher duty.
She answered, of course.
Knowing what lay in store for her, she had her lady’s mark inscribed into the skin of her back so that she might always carry the familiar presence even in foreign places; the pain of the tattoo process was great, but to Reverence, it was but another test of her faith that she would endure. She spent the next few years in instruction: learning how to wield shield and mace, how to use the magic given to her by the Raven Queen. It was during these years that she met Revolt, the wily Tiefling warlock with mismatched eyes who made her smile. They got themselves into and out of trouble for years until a dream and a raven pulled Reverence out of their casual dalliance and pushed her towards the calling she’d always known would come. The dream: a map as big as the world, a raven flying over it, circling ever closer, more and more feathers falling to scatter across the world before turning to dust and blowing away.
The Raven Queen would walk the wider world through Reverence; the young tiefling would find her Lady out there, where mortals feared the transience of this life. A pilgrimage, of sorts; one that would end only in success, for at the end of her life, Reverence would find the Raven Queen. Until then, she would uphold the tenets out there, where it was a test of faith; she would build shrines and guard against undead and experience the fullness of the life her Lady gave her when she didn’t take Reverence as a newborn in that graveyard.
To her surprise, Revolt joined her for a while, though Reverence often wondered if their relationship was an affront to her Lady. Revolt reveled in her own power, in the power of her patron, and it was unnatural; almost anathema, if Reverence didn’t like her so much. But it seemed so quiet when she was around, despite the way Revolt chattered; a cold silence that left Reverence unsure and lonely.
Given her doubts, it wasn’t a surprise the day she awoke beside their dying fire to find Revolt gone, no trace of the strange Tiefling anywhere to be found. There was only the vague smell of sulfur and a small note stuck to her shield that read only: Not gonna come between you and yours, love. See ya on the other side. Perched on her mace, a raven cawed and burst upwards in a cloud of feathers, and Reverence sat on her bedroll and cried, guilty for somehow feeling lighter than she had in weeks. It was as though she could breathe again, could hear the whisper of her Lady’s voice again, and she let it center her, draw her back toward the purpose of her service. She wandered on her own after that, letting that voice guide her through cities and villages, offering her services in healing and funeral rites where it seemed appropriate. Eventually, she found herself in Daggerford, odd dreams of wolves plaguing her sleep.
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Ability Scores: 111213131510 Character Name: Thadalas Willowlake (Wood Elf) Class: Rogue (Scout) Alignment: Chaotic Good Background: Folk Hero Backstory: Thadalas Willowlake is a Wood Elf born among an elvish tribe that resides in Ardeep Forest. The chieftain of the tribe is Rond Arrowhome. The forest is a few miles east of Waterdeep, on the south bank of the River Dessarin. Three clearings in the northwest corner closest to Waterdeep are favorite rendezvous spots for clandestine lovers and runaways. The interior of Ardeep Forest contains many ridges and steep gullies that are hidden beneath thick vines, dense shrubbery, and cloaking mists that present a danger to casual travelers. In addition, tunnels, cellars, and vaults constructed by dwarves during a time of alliance became pitfalls centuries later.
About a decade before the War of the Silver Marches, the inhabitants of the neighboring village of Nightstone, led by Lord Drezlin Nandar from Waterdeep, started making hunting expeditions into the forest in an attempt to reestablish the hunting lodge held there by House Nandar two centuries earlier. These incursions infuriated the few remaining elves. In the following years, the conflict escalated until the elves assaulted Nightstone and killed Drezlin. In the aftermath, his widow, Velrosa Nandar, made peace with the elves and pledged never to make any such expeditions into the forest again. She kept that promise until her death one year later when the cloud giants attacked Nightstone.
These events sparked an alliance between goblins and orcs that were residing in Ardeep Forest. The orc tribe are known as Ear Seekers. They gained this name from cutting off the ears of their enemies for trophies. Rond and the wood elves protect Ardeep Forest to the best of their ability, preserving the ruins and wildlife that remain. The wood elves had many hunters and gatherers, and they also had scouts and spies that would keep a watchful eye on foreign threats. Thadalas wasn’t a hunter or a gatherer; instead, he was a scout. His job was to search for orcish or goblin territory and report back to Rond so they can lead an assault.
Thadalas was captured by the Ear Seekers, and was doomed to be slain and eaten. Before that could happen, Thadalas had his right ear chopped off as a trophy. As he was waiting to be killed, a group of adventurers had invaded the orcish camp and saved Thadalas from his fate. The adventurers were on a mission to rescue the town of Nightstone and were searching for its missing citizens. Thadalas, in his gratitude, offered to assist the adventurers and in doing so, found the citizens in a goblin cave and rescued them all accordingly.
Thadalas returned to his family among the wood elves of Ardeep Forest, and had informed them of what had transpired. Rond led a charge of warriors to Nightstone to help the humans reclaim their town from the attacking orcs and goblins. Thadalas had joined this charge, and felt a rush of overwhelming joy from this magnanimous act. Rond could’ve left this alone but instead felt that the courteous act of rescuing Thadalas from being slaughtered warranted their aid. Inevitably, the goblins and orcs were defeated and Nightstone was reclaimed.
Thadalas had a revelation this day. He was inspired by these heroes to change his outlook of life. He’s spent his entire life within Ardeep Forest contending these foul creatures from tarnishing the ruins and wildlife that he never had a chance to venture out to see the rest of the world. When the wood elves returned to their forest, Thadalas made a vow that he wanted to leave the forest and become an adventurer, like the heroes that saved him. Rond and the rest of his family were understanding of this and wished him the best in his endeavors and is now leaving to explore. No destination in sight, just wanting to enjoy the journey, make some new friends, and find new stories to tell. Character sheet link: https://ddb.ac/characters/34963691/VuWrtI
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Ability scores: 16916141715
Annika Voss
Human Ranger
Alignment: Neutral Good
Background : Haunted One (I know, I know)
Backstory :
This is why I hunt...
I wish it had been Goblins, they kill quickly. Too scared you might fight back. The wolves don’t care, they start to feed while you are still there; breathing your last breath, shedding your last drop of blood. They tear out your throat first, or at least most of it. They leave enough behind to keep you head still attached and your eye balls rolling. Then they go for the stomach. The tearing sound, like old leather and then the smell. They tracked us for days, leering in toward the fire each night as bold as brass. Pa would shout, they’d run and then they would be back. They took my little sister on the first night when she wandered too far from the fire. That broke mother and they took her two nights later as she stumbled out into the darkness mad with grief. Pa kept them at bay for a time then but as starvation set in and the cold took his strength the beats grew bolder. They hurt him bad. On that last night as the fire died he lifted me up into the branches of an oak and set himself against the trunk.
When the moment came his roar of defiance died on his lips. Yelping sounded from shadows, snarls of feral panic followed by a sound that was not lupine at all. It was not wolves that came shambling from the darkness to take my father. I wish it had been wolves. My little sister came first tottering forward with wide eyes and a gaping maw and behind her came mother her bloody dress torn to ribbons. He did not fight back... I watched as he sank to his knees his head shaking.
What happened next is a nightmare I care not to remember...
Background: Doll was unique warforge made by House Cannith for a specific Elven Lord. During the great war, her and her master were traveling over Cyer then a bright light had wash over their Airship. "Unusual" she thought to herself as she awoke for the first time in her life. Doll checked her surrounds and could not find her master. Traveling for a few months she finally reach a village.
Arriving at the village Doll learned that somehow she had traversed the multiverse. Instead of being in Khorvaire, she landed in Faerun. She stayed there for a few weeks learning the culture of Faerun from travelers and adventures. Finally gaining enough knowledge she traveled throughout all of the sword coast. Months turned into years as Doll realized that she wasn't just a tool, she was a living being.
Doll would meet a monk named Tio and the two became the best of friends. Despite Doll being a warforge, Tio never question it. Instead Tio was fascinated by her physique. They would spend another few decades together and eventually Tio would pass on of natural causes but, before that Tio taught Doll everything she knew. The pain of lost was a life changing experience. Doll would adopt the name of her only friend "Tio" as she went on adventures.
[This is the Image I was going for with Tio, she would have a cloak and you couldn’t tell if she was a warforge or not with out removing more of her clothing.]
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Hi @leapingmountain! This looks really interesting. I love a good role play session! Feel free to check out my recent posts to see if our play-styles would gel! I hope so. Here’s my character idea:-
Ability Scores: 9121412158 Character Name: Lady Gillain of Athkatla (variant human) Class: Paladin (oath to be dictated at lvl3 by in-game events - she may be conflicted until then!) Alignment: Lawful Good Background: Noble Backstory: Gillain was born into a privileged life. The only-daughter of a wealthy baron, she was expected to simply marry into a well-todo family: to strengthen family ties within the region. This was not Gillain’s plan! Growing up, she much preferred fencing and hunting with her brothers, than being paraded around high society parties. So she trained, in secret, and soon she could best all of them in combat. When she came of age, she ran away. She left her noble lifestyle behind her: her title, her privilege. She was taken on as a simple apprentice and soon became the humble squire of a celebrated knight of the realm. She watched, and learned, and trained; and eventually came to fight alongside her mentor. That was, until the day her teacher was struck down in battle before her. Now, she carries on the fight for good alone, looking to somehow finish her training, so she can one day swear the same oath and become a knight herself. And maybe return to her family and prove herself to her father, and show them all her true place in this world.
((I’m happy to tweak anything here to fit the world. And love developing deeper backstory as the game unfolds and in reaction to other party members)).
Character Name: Zylvaris Amakiir Class: Rogue (Phantom most likely) Alignment: Chaotic Neutral Background: Urban Bounty Hunter Backstory: Zylvaris was born and grew up in the Shadowfell like most other Shadar-kai. He served the Raven Queen, occasionally hunting creatures or individuals within the Shadowfell that didn't belong or were not welcome. One day during a fight with a necromancer who had entered the Shadowfell that the Raven Queen wanted dealt with, Zylvaris was accidentally dragged with the necromancer when he escaped back to his home plane. The trip injured him severely, and when he woke up he was in the home of a simple farmer. The farmer and his family nursed him back to health and helped him to understand the new world he found himself in.
Not knowing how to return to the Shadowfell, he stayed with the family for a few years, helping the farmer and the local village by working and killing bandits and monsters. After about five years the farmer requested that Zylvaris escort his son to Waterdeep so that he could go to one of the academies there. He did so and chose to stay in Waterdeep for a time, working as a mercenary and bounty hunter. Since then, he has traveled up and down the Sword Coast several times over the past few decades, hunting monsters and criminals alike.
He is a giant amongst men, standing a good head and a half above most. His weathered skin is pockmarked with scars. He carries a plain, black-handled longsword that looks like it has seen its fair share of use.
No-one quite knows where Damilus originally hailed from; raised by druids but trained in the sword, a whisper of magic entwines his words. The road is as much his companion as those adventurers whose stories he spins, enthralling the patrons of inns & taverns upon his route. 'Twas in one such establishment, the Lady Luck Tavern in the town of Daggerford, that he was recounting a tale...
"...a party of bold adventurers, down on coin, answered a mysterious summons. The leader, an uncommon knight by the name of Gadston, was accompanied by his houndmaster, a hairy beast of a man - or perhaps monster - that Gadston had rescued from the fighting pits. They and their fine Company - a hedge-wizard, a wayward cleric of Lathander and a dark ranger - undertook a solemn oath to retrieve a Tome of deathly lore from a once abandoned, but now otherworldy occupied tower. But! The brave heroes were not the only ones out for glory and riches, for brigands sought to waylay them and steal the prize for themselves. Battle was joined on the very precipice of a ravine, hard fought and hard won. Bloodied but resolute, the heroes scaled the ravine and came upon the tower. Never one to hesitate in the face of danger, Gadston charged in, coming face-to-face with a horde of vampires..."
At this point, his monologue was interrupted by a messenger from the mayor, "Any adventurer's here?", squeaked the young lad breathlessly, "There's been another attack and the mayor's issued a call to arms."
"Paying gold", he adds, seeing the lack of immediate response.
I would be very interested! I've always wanted to play a Bladesinger based on the videos I've seen on traditional dances with swords.
Ability scores: 171614151412
Character Name: Oysa Nerinala Class: Wizard, going into Bladesinging. If the DM permits, I would like to take a look into having my first level be Fighter. Alignment: Neutral Good Background: Cloistered Scholar Backstory:
Having an upbringing of plenty and comfort in a wealthy Elven fortress in Neverwinter, Oysa was instructed in the private arts of the arcane wizardry that runs common among the Eladrin Elves of the Neverwinter aristocracy. Often cloistered away with her instructors and magical tutors, Oysa was sheltered from much of the conflict and strife that accompanies the Swords Coast while focusing on honing her magical capabilities. Estranged from the outside world and deeply yearning for freedom, it took all her effort to focus on her studies. Becoming gradually frustrated with her monotone life, she slowly began to lose interest in the arcane and dream of the world she could see beyond her windows.
Her family lineage contained many equally instructed siblings that were involved in similar arcane tutelage, and sometime in their childhood, her siblings were introduced in the fabled art of Bladesinging that was kept guarded within the Elves of Faerun. Deemed unfit due to her subpar magical prowess, Oysa was left to pursue other occupations than the wondrous arts the rest of her family had begun to practice. Hidden away in her room as she watched the mesmerizing blades and flashy motions of the other Elven instructors, Oysa's dreamy mindset refocused to one of jealousy and spite. Months passed, and she steadily grew more bitter and bitter of the stares of her ancestors that would designate her as a failure. Sneaking out whenever she could - often at night - she took to the armory of the castle, picked up the nearest blade she could see, and attempted to mimic the wondrous techniques of the trainees she could glimpse from far away. After dozens of months of accidental cuts and here-and-there, impromptu training, Oysa could finally replicate the revered arts of Bladesinging, albeit it sounded more like Bladewhispering.
Feeling the incessant burning of the adventurer accruing inside her heart, she decided to abandon the household that had already turned their back on her. Stealing away in the night with a set of armor and a pair of glimmering swords, she exited her secluded retreat and entered a harsh world that she has been sheltered from. Acclimating to the setting of the common people would seek to be the most difficult task she had to undergo. Being self-trained and skilled in combat with blades, Oysa felt more at comfort amidst a flurry of song and blade, performing the works of a mercenary and a sellsword. Eagerly seeking more about the world she had entered, she quickly traveled the Swords Coast, eventually making her way to Daggerford, taking on any job that could possibly earn her a coin.
Backstory: Fedex is the seventh of ten surviving children to a heroic captain of the guard father and elegant sorceress mother. While his siblings grew in notable strength or charisma, he was lacking in both. He grew up doing the most menial of chores and was the “forgotten” child that was rarely introduced to guests. Although he worked very hard at increasing his strength, he was known to lose tests of strength with younger siblings including a younger sister. What he did discover was that he was wiry, flexible and had a remarkable aim with projectiles. These qualities were honed over the years as he escaped his sometimes tortuous siblings. A well aimed apple, thrown from a spin while in full stride was often the difference between excessive bruising and living to fight another day. When old enough, he joined the city guard to please his father and earned his proficiencies but never quite fit into the “soldier” mold. His father arranged an “honorable discharge” which gives Fedex his current inventory but he was not welcomed to return home. Fedex, now uncomfortable in the environs decided to set off on his own, to possibly make a name for himself.
James was taken as a young boy. But not to some bandit looking for random, or to sell him or anything like that. He was taken to the Shadowfell, a dark reflection of our world. The specter that did so seemed to enjoy the torment of it. But before very much time at all had passed, James was rescued, by a priest of the One True Faith. No ordinary priest either, for he crossed the planes, and smote the creature with blinding fire. When James was safe, he knew he would follow the same path. He studied, and trained, and struggled, until he absolutely burned with need to go to follow the path and destroy the evil creatures who cross into our world.
Sounds fun! Character Name: Tyren (Endymion) Class: Bard Alignment: CN, but I will not play like CE. He just lies a lot.... Background: Charlatan Backstory: Tyren had a hard life. He was born the bastard son to an important Waterdhavian senator, and raised in the brothel where his mother worked. When he was six, his father found our, and came to dispose of him, believing him to be a threat to his Lineage. His mother gave her life to save him. The very next day, the whole city was buzzing with the story of the senator murdered in the brothel. Tyr took to the streets. He quickly learned that fighting for your survival was not something you could ignore. You were strong, or you died. Tyr was not strong in body, but his mind was razor sharp. It was on these streets he first lied. Simple things, like he had a small lean-to in the nearby forest, or he had swiped a roll from the baker, but soon he had a massive underground castle given to him by zeus himself, and his daring heist that had left the baker penniless and him as rich as a prince (despite his clearly ragged appearance). The weirdest thing was, no matter how outrageous his lies were, everyone believed him. Not just other urchins, but the low lives, and even the local shop keepers thought he was a Demigod sent by Tymora to gather all the honey pastries so that the evil king Accamyn of the floating fortress himself wouldn't steal them. He ate well. One day as he was doing his rounds, he decided to take a detour. On his way, he spied a temple to Helm. Intrigued, he decided to take a look. As he stepped inside, he was immediately told to leave, but one flick of his silver tongue against his teeth and he was bathed and dressed in a robe of silk. As grand as his stories were, he had never tried to pull a stunt like this before, and found himself enjoying it immensely. That is when it struck him. He would no longer be Endymion. From now on he was Endymion, Blessed cleric of Apollo. He shed his old identity as a snake sheds its old skin, and stepped into his new sandals easily. Forget Tyren.........he never existed anyway......
....3 years later, and Tyren is getting tired. Believe it or not, constantly lying to an entire clergy that believes you are holiness incarnate is a little exhausting. He has blessed to many babies to count, and needs a break. When the mayor's attendant burst into the temple, asking for help, Tyren saw it as his chance to escape. The gold didn't matter to him, he was bathing in the stuff, but perhaps during the scuffle, there was a chance that the blessed cleric of helm, Endymion the great, may tragically die.......perhaps he would be a great chef, or the advisor to a king......hell why not even be the king himself? As he thought over the plan it seemed like the solution to all his problems.......until of course, he was whisked away into a land of torment and suffering, never to return. But it seemed like a good idea at the time.
I'm definitely interested, always looked like a great campaign. But not with those stats, I will reroll and make a character in case of a mercy rule for stats (fingers crossed).
Ability scores: 161112161516
Ability Scores: See above Character Name: Ermren Brawnanvil Class: Wizard Alignment: L/N Background: Folk Hero Backstory: Ermren was another dwarven smith in a clan long known for their skills as metal crafters. He was content and skilled in his chosen profession and was looking forward to another couple centuries of work before a quiet retirement. Instead, right in front of the whole clan, Thautam, the dwarven god of mysteries, darkness, lost treasures, and magic, appeared before him and announced that Ermren had been chosen as his avatar, to go forth and seek answers and to find certain lost relics. In furtherance of this task, Ermren was gifted an old spellbook to study and learn the arcane magics. Needless to say, this was not a role he'd have chosen for himself, but he is a good dwarf and will obey the dictates of Thautam, no matter how much he complains and wishes otherwise. A few short years of travel and study have led him here, wherever here might be, facing some creature or another. Character sheet link:https://ddb.ac/characters/35284169/QCKbMX
Backstory: Dmitri was born in Daggerford. He grew up witnessing his friends come of age and serving in the militia before settling into their roles as tradesmen or becoming adventurers.
When he became of age, he joined the Daggerford Militia himself. He received basic training in weapons and armor. This served as the basis for his desire to become an adventurer.
After his tenure in the militia, Dmitri became an adventurer. While adventuring with his first adventuring group the Brave Blades in a ruined dwarfhold Dmitri fell into a pit trap and was pierced in the side by an envenomed spear. The venom induced a deathlike sleep. He experienced fever dreams.
In one of his dreams he was visited by a darkly beautiful woman. She said she was the Queen of Shadows and Steel. She explained that he was on the border tween the land of the living and the domain of the dead. She offered to spare his life if he would hold a portion of her power and pledge to serve her cause in a coming war, a War of Darkness. Desperate to avoid his death, he accepted her offer and made the pledge to her service.
He awakened in an inn with a weeks stay paid. He had a full purse of coins. He had no memory of how he arrived at the inn and no sign of his wound, not even a healed wound. It was as if it never occurred.
Ability Scores: Ability scores: 171415141611 Character Name: Shayne MacGee Class: Bard Alignment: He considers himself True Neutral, in reality he is reluctantly Neutral Good Background: Criminal Backstory:
The McGees were poor but happy living in a rather large trading town. There was always enough work to get by, if one was willing to work. And when the work was a bit more sparse than usual for Mr. MacGee the Mrs. was happy enough to pick up some shifts at the Hungry Halfling in order to make ends meet. Shayne grew up happily enough, though out of all in his large family he was the one the work ethic skipped. Instead of finding work, Shayne would hang around the Hungry Halfling to grab free meals when his ma worked, or just listen to the travelers who came in and out when she didn't. As much as he hated working, Shayne loved the stories and the songs and the buzz of the tavern.
Shayne grew older but he didn't exactly grow up. The only thing the boy worked hard at was not working. Instead he learned the songs of the tavern, memorized the stories, and improved on them all. The flute, the drum, all the instruments came naturally to him, as did carrying a tune or, better yet, telling a story. Ah! He did love a good story. And the more outlandish the better! And he sure had a way with them, he did. He could convince a Goliath that they were shorter than himself and a Halfling that they were taller all in the same tale!
Still, a good tale and a rousing song could earn one some coin most nights... But not every. And not aways more than one could lose at the games of chance. Even if one did have a tendency to mark the cards or shave the dice. Nimble fingers were good for both instruments and a little nefarious sleight of hand. Shayne was good, very good. And the town was large. And his shadier endeavors so far hadn't caught up to him... But he knew that given time they inevitably would and he'd hate to shame his ma like that. And of course his pa was always on him to get a job... So it was a rambler he would be! He would take to the four corners of the lands and learn all the tales, sing all the songs, steal all the coins and come back a rich man...
Or not. One way or another, it would be a tale worth singing about!
Descended from a long line of tavernkeepers, brewers, and chefs, Merric followed in the footsteps of his mother, Kyra, who could whip up amazing concoctions from the most meager of ingredients to create a sumptuous repast for their honored guests at his father's inn, the Lilting Leprechaun. Rather rambunctious as a child, Merric would often grab the tools of the trade and play at being a hero of old, defeating dragons with a rolling pin and blocking axe blows with a serving platter. He soon outgrew those juvenile impulses (well, mostly) and became a respected member of the Daggerford Hospitalier's Guild. Yes, quite respectable, until that night...
The ugly man liked his ma's cooking...perhaps a bit too much. Towering over Kyra and shoving his father aside, the brutish oaf started dragging her towards the door, and no one dared stop him as he seemed a capable warrior indeed. That is, except for Merric. Something broke loose in him and the world narrowed to a field of red. Grabbing whatever was at hand, the infuriated halfling cracked the brute on the back of the head with a rolling pin. Deflecting a return punch with a nearby serving platter, Merric kept pounding at his foe until the man was down, if not dead. The good news was that his mother was safe...The bad news is that Merric would never be looked at quite the same way as before--the mild-mannered halfling chef with respectable breeding.
So it was that, when a group was hired to investigate unexplained monsters attacking in the night, Merric volunteered to join them and try to have an outlet for the unreasoning rage that occasionally welled up within him. Would he ever be truly welcome again in civilized society? Perhaps the answer is in the mists that swirl at his feet, beaconing him forward into the unknown...
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Ability Scores: Ability scores: 9149121215
Character Name: Solvalis Oxwaller
Race: Human
Class: Cleric of Light / Celestial Warlock (with level gain)
Alignment: Neutral Good
Background: Acolyte
Backstory: Xanthar created background
Sovalis grew up around greedy people. He tried to escape it in the church where he thought he could do some good but learned the church has its own greed issues, and pride on top of it. He has decided to take on the challenges of helping others on his own. The church is still there to help but they usually want something out of it; good publicity works best. Anything to to bring followers to the church to tithe their hard earned money away.
Solvalis has decided it will take it on his own to bring light to the dark places. To help those that need help and rid the world of evil where he can.
Xanthar Rolls
Parents (88) You know who your parents are or were.
Father – Wallice Oxwaller
Alignment (5) Lawful Evil
Occupation (26) Artisan or guild member
Race (na) Human
Relationship (7) Friendly
Status (8) Alive, but doing poorly due to injury, financial trouble, or relationship difficulties
Mother – Kat Oxwaller
Alignment (8) Neutal Evil
Occupation (41) Explorer or wanderer
Race (na) Human
Relationship (7) Friendly
Status (8) Alive, but doing poorly due to injury, financial trouble, or relationship difficulties
Birthplace (14) Home
Siblings (3) 1d3 (1), Birth Order (4) older
Odds Oxwaller
(1) Brother
Alignment (11) Neutral
Occupation (21) Artisan or guild member
Race (na) Human
Relationship (8) Friendly
Status (10) Alive and well
Family (94) Mother and father
Family Lifestyle (10) Modest
Childhood Home (84) Large house
Childhood Memories (14) I had several friends, and my childhood was generally a happy one.
Background – Acolyte (5) I followed a childhood friend, a respected acquaintance, or someone I loved into religious service.
Friend (Male) Sigam Keg
Alignment (4) Lawful Evil
Class (99) Wizard
Occupation (59) Hunter / Trapper
Race (9) Human
Relationship (11) Indifferent
Status (10) Alive and well
Class – Cleric (6) I realize that my god works through me, and I do as commanded, even though I don’t know why I was chosen to serve.
Life Events (39) You made an enemy of an adventurer. Roll a d6 (5). An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character's identity and the danger this enemy poses to you.
Reydar Admaer
Alignment (11) Neutral
Class (5) Barbarian
Race (82) Half-Elf
Status (6) Alive, but doing poorly due to injury, financial trouble, or relationship difficulties
You have been hired by the mayor of Daggerford to hunt down the monster that has been attacking travelers and farmers at night.
It's the 6th night you have been out in the darkness watching and waiting. The night air has a bit of a chill to it as a breeze flows past you, you pull your cloak up to keep warm. Your companions, all hired to do the same job, sit, stand, or lean around you, watching with you.
A scream breaks the night's silence around 3 am. It's that of a young woman, it sounds like Sharon, a local girl who lives on a farm only a few yards from you.
There is a crashing sound of wood splintering and screams of a man and woman.
You rush with your party from your hiding places and towards the farmhouse. About 60 yards away, on the hill above the farmhouse, you see a silhouette bathed in the light of a full moon. It's that of a humanoid wolf standing about 7 ft. high. Clutched in its clawed hands is what appears to be a human limb. The creature raises it's head and a deep howl rushed out from it, shattering the cool night air. As you move towards it, it turns its head towards you. You can't make out much of its features but you do see the eyes. Large, glowing and red, bore deep into you. The creature turns and, with amazing speed, it disappears into the nearby woods.
The farmer, dressed in his sleeping gown, and holding a pitchfork, rushes up the hill but stops short of the woods. Seeing your party he says "That's it, lads, it took my loves arm with it and I want it dead!" The farmer points to the woods.
There has to be a better way to make 20 gold, you think to yourself as the party rushes to the woods, following the creature. Your paces slows as you enter and you find the forest to be dark and quiet. Your senses seem acutely sharp in the darkness of the woods. As you travel forward you see a mist on the ground. At first, it is thin and spotty but as you go forward it grows thicker and denser. The mist starts to chill you even through your clothing. Suddenly you are afraid. Something is not right. This mist is unnatural and it appears to move of its own accord. Suddenly panic overcomes you. You have to get out! That is when the world goes dark.
You awaken at a forest edge. The party is around you, waking just as you do. Looking around you find the forest you are in is not the one you chased the creature into. Looking out you see what appears to be a dirt roadway about 30 ft. to the east of you, or what you believe is east and the sky has an overcast.
This is my take on the Curse of Strahd.
I am looking for 4 to 6 players for the game. Roll 4d6, reroll 1's once. No evil alignments...evil folks tend to disrupt parties and hurt the PbP experience more than most.
Starting at level 1. I know it's always like this but, for those that are part of the game, I guarantee level progression of up to 20, outside of my death or some horrible tragedy.
Races: everything from the official materials plus allowing CR stuff as well. Just remember, nonhumans are unusual for the people of Barovia.
Classes: any from the Official materials, UA and CR.
Post the following:
Ability Scores:
Character Name:
Class:
Alignment:
Background:
Backstory:
Character sheet link:
-Looking for Good role-playing. Don't just make a character, make someone that you want to be memorable.
Ability scores: 10 14 14 12 13 11
Ability scores: 14 14 13 12 10 10
Character Name: Reverence
Class: Cleric - Grave Domain
Alignment: Neutral Good
Background: Acolyte
Backstory:
Born in a graveyard in a small village and left nestled against a head stone, Reverence never knew her parents. She was raised by adherents of the Raven Queen, though they never explained why they didn’t simply leave her to die a natural death. It wasn’t a hard life for her, as she was a quiet child who often kept to herself, playing games with the ravens and watching grief-stricken mourners with the curiosity of a child who doesn’t understand. She was happiest among the headstones and grave dirt, learning early in life to see beauty in death, and taught the tenets of the Raven Queen’s service almost from the moment she could speak. She thought she would stay there forever, living quietly in the insular circle of followers within the temple, but the Raven Queen had other plans for Reverence.
Chosen of the Raven Queen
The young tiefling never expected her god to speak to her; as a creature of faith, she never needed it. But the Raven Queen came to her anyway, speaking to her in dreams, a whisper in the wind as it wound through the grave stones, a voice in the sound of air through the feathers of a raven’s wing. She found herself imbued with divine power, the natural Tiefling-red of her eyes fading to pure white; a warmth within her that whispered her name, that said the Raven Queen was with her and called her to a higher duty.
She answered, of course.
Knowing what lay in store for her, she had her lady’s mark inscribed into the skin of her back so that she might always carry the familiar presence even in foreign places; the pain of the tattoo process was great, but to Reverence, it was but another test of her faith that she would endure. She spent the next few years in instruction: learning how to wield shield and mace, how to use the magic given to her by the Raven Queen. It was during these years that she met Revolt, the wily Tiefling warlock with mismatched eyes who made her smile. They got themselves into and out of trouble for years until a dream and a raven pulled Reverence out of their casual dalliance and pushed her towards the calling she’d always known would come. The dream: a map as big as the world, a raven flying over it, circling ever closer, more and more feathers falling to scatter across the world before turning to dust and blowing away.
The Raven Queen would walk the wider world through Reverence; the young tiefling would find her Lady out there, where mortals feared the transience of this life. A pilgrimage, of sorts; one that would end only in success, for at the end of her life, Reverence would find the Raven Queen. Until then, she would uphold the tenets out there, where it was a test of faith; she would build shrines and guard against undead and experience the fullness of the life her Lady gave her when she didn’t take Reverence as a newborn in that graveyard.
To her surprise, Revolt joined her for a while, though Reverence often wondered if their relationship was an affront to her Lady. Revolt reveled in her own power, in the power of her patron, and it was unnatural; almost anathema, if Reverence didn’t like her so much. But it seemed so quiet when she was around, despite the way Revolt chattered; a cold silence that left Reverence unsure and lonely.
Given her doubts, it wasn’t a surprise the day she awoke beside their dying fire to find Revolt gone, no trace of the strange Tiefling anywhere to be found. There was only the vague smell of sulfur and a small note stuck to her shield that read only: Not gonna come between you and yours, love. See ya on the other side. Perched on her mace, a raven cawed and burst upwards in a cloud of feathers, and Reverence sat on her bedroll and cried, guilty for somehow feeling lighter than she had in weeks. It was as though she could breathe again, could hear the whisper of her Lady’s voice again, and she let it center her, draw her back toward the purpose of her service. She wandered on her own after that, letting that voice guide her through cities and villages, offering her services in healing and funeral rites where it seemed appropriate. Eventually, she found herself in Daggerford, odd dreams of wolves plaguing her sleep.
Character sheet link: - https://ddb.ac/characters/35262380/hVuBS7
No Longer Active
Ability scores: 12 10 14 12 14 14
Place Holder, So I can work up a character.
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAAbility Scores: 11 12 13 13 15 10
Character Name: Thadalas Willowlake (Wood Elf)
Class: Rogue (Scout)
Alignment: Chaotic Good
Background: Folk Hero
Backstory: Thadalas Willowlake is a Wood Elf born among an elvish tribe that resides in Ardeep Forest. The chieftain of the tribe is Rond Arrowhome. The forest is a few miles east of Waterdeep, on the south bank of the River Dessarin. Three clearings in the northwest corner closest to Waterdeep are favorite rendezvous spots for clandestine lovers and runaways. The interior of Ardeep Forest contains many ridges and steep gullies that are hidden beneath thick vines, dense shrubbery, and cloaking mists that present a danger to casual travelers. In addition, tunnels, cellars, and vaults constructed by dwarves during a time of alliance became pitfalls centuries later.
About a decade before the War of the Silver Marches, the inhabitants of the neighboring village of Nightstone, led by Lord Drezlin Nandar from Waterdeep, started making hunting expeditions into the forest in an attempt to reestablish the hunting lodge held there by House Nandar two centuries earlier. These incursions infuriated the few remaining elves. In the following years, the conflict escalated until the elves assaulted Nightstone and killed Drezlin. In the aftermath, his widow, Velrosa Nandar, made peace with the elves and pledged never to make any such expeditions into the forest again. She kept that promise until her death one year later when the cloud giants attacked Nightstone.
These events sparked an alliance between goblins and orcs that were residing in Ardeep Forest. The orc tribe are known as Ear Seekers. They gained this name from cutting off the ears of their enemies for trophies. Rond and the wood elves protect Ardeep Forest to the best of their ability, preserving the ruins and wildlife that remain. The wood elves had many hunters and gatherers, and they also had scouts and spies that would keep a watchful eye on foreign threats. Thadalas wasn’t a hunter or a gatherer; instead, he was a scout. His job was to search for orcish or goblin territory and report back to Rond so they can lead an assault.
Thadalas was captured by the Ear Seekers, and was doomed to be slain and eaten. Before that could happen, Thadalas had his right ear chopped off as a trophy. As he was waiting to be killed, a group of adventurers had invaded the orcish camp and saved Thadalas from his fate. The adventurers were on a mission to rescue the town of Nightstone and were searching for its missing citizens. Thadalas, in his gratitude, offered to assist the adventurers and in doing so, found the citizens in a goblin cave and rescued them all accordingly.
Thadalas returned to his family among the wood elves of Ardeep Forest, and had informed them of what had transpired. Rond led a charge of warriors to Nightstone to help the humans reclaim their town from the attacking orcs and goblins. Thadalas had joined this charge, and felt a rush of overwhelming joy from this magnanimous act. Rond could’ve left this alone but instead felt that the courteous act of rescuing Thadalas from being slaughtered warranted their aid. Inevitably, the goblins and orcs were defeated and Nightstone was reclaimed.
Thadalas had a revelation this day. He was inspired by these heroes to change his outlook of life. He’s spent his entire life within Ardeep Forest contending these foul creatures from tarnishing the ruins and wildlife that he never had a chance to venture out to see the rest of the world. When the wood elves returned to their forest, Thadalas made a vow that he wanted to leave the forest and become an adventurer, like the heroes that saved him. Rond and the rest of his family were understanding of this and wished him the best in his endeavors and is now leaving to explore. No destination in sight, just wanting to enjoy the journey, make some new friends, and find new stories to tell.
Character sheet link: https://ddb.ac/characters/34963691/VuWrtI
DM: Waterdeep: Dragon Heist
Ability scores: 16 9 16 14 17 15
Annika Voss
Human Ranger
Alignment: Neutral Good
Background : Haunted One (I know, I know)
Backstory :
This is why I hunt...
I wish it had been Goblins, they kill quickly. Too scared you might fight back. The wolves don’t care, they start to feed while you are still there; breathing your last breath, shedding your last drop of blood. They tear out your throat first, or at least most of it. They leave enough behind to keep you head still attached and your eye balls rolling. Then they go for the stomach. The tearing sound, like old leather and then the smell. They tracked us for days, leering in toward the fire each night as bold as brass. Pa would shout, they’d run and then they would be back. They took my little sister on the first night when she wandered too far from the fire. That broke mother and they took her two nights later as she stumbled out into the darkness mad with grief. Pa kept them at bay for a time then but as starvation set in and the cold took his strength the beats grew bolder. They hurt him bad. On that last night as the fire died he lifted me up into the branches of an oak and set himself against the trunk.
When the moment came his roar of defiance died on his lips. Yelping sounded from shadows, snarls of feral panic followed by a sound that was not lupine at all. It was not wolves that came shambling from the darkness to take my father. I wish it had been wolves. My little sister came first tottering forward with wide eyes and a gaping maw and behind her came mother her bloody dress torn to ribbons. He did not fight back... I watched as he sank to his knees his head shaking.
What happened next is a nightmare I care not to remember...
Character sheet link: https://ddb.ac/characters/35265447/dlC1N1
P.s. I took the medicine feat but can happily put it back if you are not into lvl flavour feats :)
DM - Warlock of Firetop Mountain
Ability scores: 11 13 12 12 17 13
Lindal Underbough
Lightfoot Halfling
Warlock
https://ddb.ac/characters/35276757/SXuuAH
Name: "Tio" Doll
Race: Warforge
Class: Monk
Alignment: True Neutral
Background: Far Traveler
Background: Doll was unique warforge made by House Cannith for a specific Elven Lord. During the great war, her and her master were traveling over Cyer then a bright light had wash over their Airship. "Unusual" she thought to herself as she awoke for the first time in her life. Doll checked her surrounds and could not find her master. Traveling for a few months she finally reach a village.
Arriving at the village Doll learned that somehow she had traversed the multiverse. Instead of being in Khorvaire, she landed in Faerun. She stayed there for a few weeks learning the culture of Faerun from travelers and adventures. Finally gaining enough knowledge she traveled throughout all of the sword coast. Months turned into years as Doll realized that she wasn't just a tool, she was a living being.
Doll would meet a monk named Tio and the two became the best of friends. Despite Doll being a warforge, Tio never question it. Instead Tio was fascinated by her physique. They would spend another few decades together and eventually Tio would pass on of natural causes but, before that Tio taught Doll everything she knew. The pain of lost was a life changing experience. Doll would adopt the name of her only friend "Tio" as she went on adventures.
https://ddb.ac/characters/35263853/nhDDf5
https://www.google.com/amp/s/amp.reddit.com/r/DnD/comments/gkap55/art_concept_a_porcelain_warforged_wizard/
[This is the Image I was going for with Tio, she would have a cloak and you couldn’t tell if she was a warforge or not with out removing more of her clothing.]
Felix Windfall(Human-V Lv.7 Rogue) killed in ToA, Vallan Houndstrider (Halfling Ghostwise Lv.1 Fighter) in DiAHi @leapingmountain! This looks really interesting. I love a good role play session! Feel free to check out my recent posts to see if our play-styles would gel! I hope so. Here’s my character idea:-
Ability Scores: 9 12 14 12 15 8
Character Name: Lady Gillain of Athkatla (variant human)
Class: Paladin (oath to be dictated at lvl3 by in-game events - she may be conflicted until then!)
Alignment: Lawful Good
Background: Noble
Backstory: Gillain was born into a privileged life. The only-daughter of a wealthy baron, she was expected to simply marry into a well-todo family: to strengthen family ties within the region. This was not Gillain’s plan! Growing up, she much preferred fencing and hunting with her brothers, than being paraded around high society parties. So she trained, in secret, and soon she could best all of them in combat. When she came of age, she ran away. She left her noble lifestyle behind her: her title, her privilege. She was taken on as a simple apprentice and soon became the humble squire of a celebrated knight of the realm. She watched, and learned, and trained; and eventually came to fight alongside her mentor. That was, until the day her teacher was struck down in battle before her. Now, she carries on the fight for good alone, looking to somehow finish her training, so she can one day swear the same oath and become a knight herself. And maybe return to her family and prove herself to her father, and show them all her true place in this world.
((I’m happy to tweak anything here to fit the world. And love developing deeper backstory as the game unfolds and in reaction to other party members)).
Thanks for considering me for your game! :-)
Character sheet link: Gillain
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
Ability scores: 16 11 16 13 17 13
Character Name: Zylvaris Amakiir
Class: Rogue (Phantom most likely)
Alignment: Chaotic Neutral
Background: Urban Bounty Hunter
Backstory: Zylvaris was born and grew up in the Shadowfell like most other Shadar-kai. He served the Raven Queen, occasionally hunting creatures or individuals within the Shadowfell that didn't belong or were not welcome. One day during a fight with a necromancer who had entered the Shadowfell that the Raven Queen wanted dealt with, Zylvaris was accidentally dragged with the necromancer when he escaped back to his home plane. The trip injured him severely, and when he woke up he was in the home of a simple farmer. The farmer and his family nursed him back to health and helped him to understand the new world he found himself in.
Not knowing how to return to the Shadowfell, he stayed with the family for a few years, helping the farmer and the local village by working and killing bandits and monsters. After about five years the farmer requested that Zylvaris escort his son to Waterdeep so that he could go to one of the academies there. He did so and chose to stay in Waterdeep for a time, working as a mercenary and bounty hunter. Since then, he has traveled up and down the Sword Coast several times over the past few decades, hunting monsters and criminals alike.
Character sheet link: https://ddb.ac/characters/35269867/MOQVSW
Ability scores: 10 17 12 16 15 13
Damilius, Goliath Bard (Neutral-good folk hero)
He is a giant amongst men, standing a good head and a half above most. His weathered skin is pockmarked with scars. He carries a plain, black-handled longsword that looks like it has seen its fair share of use.
No-one quite knows where Damilus originally hailed from; raised by druids but trained in the sword, a whisper of magic entwines his words. The road is as much his companion as those adventurers whose stories he spins, enthralling the patrons of inns & taverns upon his route. 'Twas in one such establishment, the Lady Luck Tavern in the town of Daggerford, that he was recounting a tale...
"...a party of bold adventurers, down on coin, answered a mysterious summons. The leader, an uncommon knight by the name of Gadston, was accompanied by his houndmaster, a hairy beast of a man - or perhaps monster - that Gadston had rescued from the fighting pits. They and their fine Company - a hedge-wizard, a wayward cleric of Lathander and a dark ranger - undertook a solemn oath to retrieve a Tome of deathly lore from a once abandoned, but now otherworldy occupied tower. But! The brave heroes were not the only ones out for glory and riches, for brigands sought to waylay them and steal the prize for themselves. Battle was joined on the very precipice of a ravine, hard fought and hard won. Bloodied but resolute, the heroes scaled the ravine and came upon the tower. Never one to hesitate in the face of danger, Gadston charged in, coming face-to-face with a horde of vampires..."
At this point, his monologue was interrupted by a messenger from the mayor, "Any adventurer's here?", squeaked the young lad breathlessly, "There's been another attack and the mayor's issued a call to arms."
"Paying gold", he adds, seeing the lack of immediate response.
I would be very interested! I've always wanted to play a Bladesinger based on the videos I've seen on traditional dances with swords.
Ability scores: 17 16 14 15 14 12
Character Name: Oysa Nerinala
Class: Wizard, going into Bladesinging. If the DM permits, I would like to take a look into having my first level be Fighter.
Alignment: Neutral Good
Background: Cloistered Scholar
Backstory:
Having an upbringing of plenty and comfort in a wealthy Elven fortress in Neverwinter, Oysa was instructed in the private arts of the arcane wizardry that runs common among the Eladrin Elves of the Neverwinter aristocracy. Often cloistered away with her instructors and magical tutors, Oysa was sheltered from much of the conflict and strife that accompanies the Swords Coast while focusing on honing her magical capabilities. Estranged from the outside world and deeply yearning for freedom, it took all her effort to focus on her studies. Becoming gradually frustrated with her monotone life, she slowly began to lose interest in the arcane and dream of the world she could see beyond her windows.
Her family lineage contained many equally instructed siblings that were involved in similar arcane tutelage, and sometime in their childhood, her siblings were introduced in the fabled art of Bladesinging that was kept guarded within the Elves of Faerun. Deemed unfit due to her subpar magical prowess, Oysa was left to pursue other occupations than the wondrous arts the rest of her family had begun to practice. Hidden away in her room as she watched the mesmerizing blades and flashy motions of the other Elven instructors, Oysa's dreamy mindset refocused to one of jealousy and spite. Months passed, and she steadily grew more bitter and bitter of the stares of her ancestors that would designate her as a failure. Sneaking out whenever she could - often at night - she took to the armory of the castle, picked up the nearest blade she could see, and attempted to mimic the wondrous techniques of the trainees she could glimpse from far away. After dozens of months of accidental cuts and here-and-there, impromptu training, Oysa could finally replicate the revered arts of Bladesinging, albeit it sounded more like Bladewhispering.
Feeling the incessant burning of the adventurer accruing inside her heart, she decided to abandon the household that had already turned their back on her. Stealing away in the night with a set of armor and a pair of glimmering swords, she exited her secluded retreat and entered a harsh world that she has been sheltered from. Acclimating to the setting of the common people would seek to be the most difficult task she had to undergo. Being self-trained and skilled in combat with blades, Oysa felt more at comfort amidst a flurry of song and blade, performing the works of a mercenary and a sellsword. Eagerly seeking more about the world she had entered, she quickly traveled the Swords Coast, eventually making her way to Daggerford, taking on any job that could possibly earn her a coin.
Sheet: https://www.dndbeyond.com/profile/PlumPie/characters/35282886
Ability scores: 9 11 12 17 10 14
Character Name: Fedex Vandremallen
Class: Fighter
Alignment: Neutral Good
Background: Soldier
Backstory: Fedex is the seventh of ten surviving children to a heroic captain of the guard father and elegant sorceress mother. While his siblings grew in notable strength or charisma, he was lacking in both. He grew up doing the most menial of chores and was the “forgotten” child that was rarely introduced to guests. Although he worked very hard at increasing his strength, he was known to lose tests of strength with younger siblings including a younger sister. What he did discover was that he was wiry, flexible and had a remarkable aim with projectiles. These qualities were honed over the years as he escaped his sometimes tortuous siblings. A well aimed apple, thrown from a spin while in full stride was often the difference between excessive bruising and living to fight another day. When old enough, he joined the city guard to please his father and earned his proficiencies but never quite fit into the “soldier” mold. His father arranged an “honorable discharge” which gives Fedex his current inventory but he was not welcomed to return home. Fedex, now uncomfortable in the environs decided to set off on his own, to possibly make a name for himself.
Character sheet link: https://ddb.ac/characters/35269688/1czYJ2
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
Ability scores: 13 10 10 14 11 14
https://www.dndbeyond.com/profile/nschrock/characters/35280408
James Brill - Human v (shadow touched) - Cleric Light Domain - Haunted One
James was taken as a young boy. But not to some bandit looking for random, or to sell him or anything like that. He was taken to the Shadowfell, a dark reflection of our world. The specter that did so seemed to enjoy the torment of it. But before very much time at all had passed, James was rescued, by a priest of the One True Faith. No ordinary priest either, for he crossed the planes, and smote the creature with blinding fire. When James was safe, he knew he would follow the same path. He studied, and trained, and struggled, until he absolutely burned with need to go to follow the path and destroy the evil creatures who cross into our world.
Paladin - warforged - orange
Sounds fun!
Character Name: Tyren (Endymion)
Class: Bard
Alignment: CN, but I will not play like CE. He just lies a lot....
Background: Charlatan
Backstory: Tyren had a hard life. He was born the bastard son to an important Waterdhavian senator, and raised in the brothel where his mother worked. When he was six, his father found our, and came to dispose of him, believing him to be a threat to his Lineage. His mother gave her life to save him. The very next day, the whole city was buzzing with the story of the senator murdered in the brothel. Tyr took to the streets. He quickly learned that fighting for your survival was not something you could ignore. You were strong, or you died. Tyr was not strong in body, but his mind was razor sharp. It was on these streets he first lied. Simple things, like he had a small lean-to in the nearby forest, or he had swiped a roll from the baker, but soon he had a massive underground castle given to him by zeus himself, and his daring heist that had left the baker penniless and him as rich as a prince (despite his clearly ragged appearance). The weirdest thing was, no matter how outrageous his lies were, everyone believed him. Not just other urchins, but the low lives, and even the local shop keepers thought he was a Demigod sent by Tymora to gather all the honey pastries so that the evil king Accamyn of the floating fortress himself wouldn't steal them. He ate well. One day as he was doing his rounds, he decided to take a detour. On his way, he spied a temple to Helm. Intrigued, he decided to take a look. As he stepped inside, he was immediately told to leave, but one flick of his silver tongue against his teeth and he was bathed and dressed in a robe of silk. As grand as his stories were, he had never tried to pull a stunt like this before, and found himself enjoying it immensely. That is when it struck him. He would no longer be Endymion. From now on he was Endymion, Blessed cleric of Apollo. He shed his old identity as a snake sheds its old skin, and stepped into his new sandals easily. Forget Tyren.........he never existed anyway......
....3 years later, and Tyren is getting tired. Believe it or not, constantly lying to an entire clergy that believes you are holiness incarnate is a little exhausting. He has blessed to many babies to count, and needs a break. When the mayor's attendant burst into the temple, asking for help, Tyren saw it as his chance to escape. The gold didn't matter to him, he was bathing in the stuff, but perhaps during the scuffle, there was a chance that the blessed cleric of helm, Endymion the great, may tragically die.......perhaps he would be a great chef, or the advisor to a king......hell why not even be the king himself? As he thought over the plan it seemed like the solution to all his problems.......until of course, he was whisked away into a land of torment and suffering, never to return. But it seemed like a good idea at the time.
Character sheet link: https://www.dndbeyond.com/profile/GoodBovine/characters/35306740
If possible, I would like the party to think that he is a cleric, and see what happens when they find out the truth...
Ability scores: 12 12 16 17 11 13
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Ability scores: 12 13 13 5 12 10 =65
I'm definitely interested, always looked like a great campaign. But not with those stats, I will reroll and make a character in case of a mercy rule for stats (fingers crossed).
Ability scores: 16 11 12 16 15 16
Ability Scores: See above
Character Name: Ermren Brawnanvil
Class: Wizard
Alignment: L/N
Background: Folk Hero
Backstory: Ermren was another dwarven smith in a clan long known for their skills as metal crafters. He was content and skilled in his chosen profession and was looking forward to another couple centuries of work before a quiet retirement. Instead, right in front of the whole clan, Thautam, the dwarven god of mysteries, darkness, lost treasures, and magic, appeared before him and announced that Ermren had been chosen as his avatar, to go forth and seek answers and to find certain lost relics. In furtherance of this task, Ermren was gifted an old spellbook to study and learn the arcane magics. Needless to say, this was not a role he'd have chosen for himself, but he is a good dwarf and will obey the dictates of Thautam, no matter how much he complains and wishes otherwise. A few short years of travel and study have led him here, wherever here might be, facing some creature or another.
Character sheet link:https://ddb.ac/characters/35284169/QCKbMX
I'm very interested!
Ability Scores: Ability scores: 14 13 14 15 17 15
Character Name: Dmitri Darkwood
Race: Half-Elf
Class: Warlock <Hexblade>
Alignment: Chaotic Good
Background: Folk Hero
Backstory: Dmitri was born in Daggerford. He grew up witnessing his friends come of age and serving in the militia before settling into their roles as tradesmen or becoming adventurers.
When he became of age, he joined the Daggerford Militia himself. He received basic training in weapons and armor. This served as the basis for his desire to become an adventurer.
After his tenure in the militia, Dmitri became an adventurer. While adventuring with his first adventuring group the Brave Blades in a ruined dwarfhold Dmitri fell into a pit trap and was pierced in the side by an envenomed spear. The venom induced a deathlike sleep. He experienced fever dreams.
In one of his dreams he was visited by a darkly beautiful woman. She said she was the Queen of Shadows and Steel. She explained that he was on the border tween the land of the living and the domain of the dead. She offered to spare his life if he would hold a portion of her power and pledge to serve her cause in a coming war, a War of Darkness. Desperate to avoid his death, he accepted her offer and made the pledge to her service.
He awakened in an inn with a weeks stay paid. He had a full purse of coins. He had no memory of how he arrived at the inn and no sign of his wound, not even a healed wound. It was as if it never occurred.
Character Sheet Link: https://ddb.ac/characters/35268462/oA6tQF
Character Name: Shayne MacGee
Class: Bard
Alignment: He considers himself True Neutral, in reality he is reluctantly Neutral Good
Background: Criminal
Backstory:
Character sheet link: https://ddb.ac/characters/35281817/eYFpZD
Let's roll up some scores and see what I can come up with!
Ability scores: 16 10 16 14 17 14
Character Name/Link: Merric Tealeaf
Race / Class: Stout Halfling Barbarian
Alignment: Neutral Good
Background: Guild Artisan (Chef)
Backstory:
Descended from a long line of tavernkeepers, brewers, and chefs, Merric followed in the footsteps of his mother, Kyra, who could whip up amazing concoctions from the most meager of ingredients to create a sumptuous repast for their honored guests at his father's inn, the Lilting Leprechaun. Rather rambunctious as a child, Merric would often grab the tools of the trade and play at being a hero of old, defeating dragons with a rolling pin and blocking axe blows with a serving platter. He soon outgrew those juvenile impulses (well, mostly) and became a respected member of the Daggerford Hospitalier's Guild. Yes, quite respectable, until that night...
The ugly man liked his ma's cooking...perhaps a bit too much. Towering over Kyra and shoving his father aside, the brutish oaf started dragging her towards the door, and no one dared stop him as he seemed a capable warrior indeed. That is, except for Merric. Something broke loose in him and the world narrowed to a field of red. Grabbing whatever was at hand, the infuriated halfling cracked the brute on the back of the head with a rolling pin. Deflecting a return punch with a nearby serving platter, Merric kept pounding at his foe until the man was down, if not dead. The good news was that his mother was safe...The bad news is that Merric would never be looked at quite the same way as before--the mild-mannered halfling chef with respectable breeding.
So it was that, when a group was hired to investigate unexplained monsters attacking in the night, Merric volunteered to join them and try to have an outlet for the unreasoning rage that occasionally welled up within him. Would he ever be truly welcome again in civilized society? Perhaps the answer is in the mists that swirl at his feet, beaconing him forward into the unknown...
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Ability Scores: Ability scores: 9 14 9 12 12 15
Character Name: Solvalis Oxwaller
Race: Human
Class: Cleric of Light / Celestial Warlock (with level gain)
Alignment: Neutral Good
Background: Acolyte
Backstory: Xanthar created background
Sovalis grew up around greedy people. He tried to escape it in the church where he thought he could do some good but learned the church has its own greed issues, and pride on top of it. He has decided to take on the challenges of helping others on his own. The church is still there to help but they usually want something out of it; good publicity works best. Anything to to bring followers to the church to tithe their hard earned money away.
Solvalis has decided it will take it on his own to bring light to the dark places. To help those that need help and rid the world of evil where he can.
Xanthar Rolls
Parents (88) You know who your parents are or were.
Father – Wallice Oxwaller
Mother – Kat Oxwaller
Birthplace (14) Home
Siblings (3) 1d3 (1), Birth Order (4) older
Odds Oxwaller
Family (94) Mother and father
Family Lifestyle (10) Modest
Childhood Home (84) Large house
Childhood Memories (14) I had several friends, and my childhood was generally a happy one.
Background – Acolyte (5) I followed a childhood friend, a respected acquaintance, or someone I loved into religious service.
Friend (Male) Sigam Keg
Class – Cleric (6) I realize that my god works through me, and I do as commanded, even though I don’t know why I was chosen to serve.
Life Events (39) You made an enemy of an adventurer. Roll a d6 (5). An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character's identity and the danger this enemy poses to you.
Reydar Admaer
Character sheet link: https://ddb.ac/characters/35285808/WF3yaC
Caliban Dune | Lvl 1 Barbarian | Gillesburg