Hello. I've always wanted to do a Curse of Strahd, so I finally got the book so I can DM it. It's the perfect campaign for the Halloween season. For those of you who don't know what Curse of Strahd (abbreviated as CoS), it is a campaign where a group of adventures is spirited away into a dark reality where Strahd, the first vampire, rules in a reign of terror over the land of Barovia. It is full of werewolves, zombies, haunted ruins, and other gothic horror goodness. The adventures attempt to overthrow Strahd with a set of events that I'm not allowed to say because that would spoil the theatrics. Warning: CoS has a strong horror theme. This isn't do those who get scared easy. With that said, if you want to join, I need the following:
Character Name
Race
Ability scores (4d6, drop lowest, reroll if total is below 75, place where you want)
Class (level 1)
Background
Backstory (This is where I will spend most of my time choosing players. The better this is, the more likely you will be chosen)
No homebrew allowed, but everything else is.
I aim for this to be an active game. Try to post at least once a day. If you can't be active at least once (preferably more), this isn't the campaign for you. I try to post 2-3 times a day depending on my schedule. I can usually post more on the weekends.
I will pick my favorite 4-6ish applications and will close recruitment when the book arrives (Thursday to Friday-ish). I'm looking forward to seeing your applications!
Baptiste is from the rough side of the rough part of town. No one gets out of “the life” if they’re born there. Few manage to live with any amount of continued success even. Baptiste grew up strong, cunning, and - most of all- handy with a hatchet. He started as a robber, highjacking goods at the edge of a blade. Eventually, his gang of cut throats took up a higher risk, higher reward business of clearing out beasties in the abandoned tunnels and ruins upon which the city today was built. Baptiste learned a great deal about undead in particular while he was down there. Such creatures always seemed to thrive in forgotten places.
However, such activities always end in tragedy eventually. The gang was killed, all except him. He ran. He’s found new, less illicit companions now. He’s not one to get spooked easily, but if push comes to shove, he may run again.
Character Name: Thadalas Willowlake Race: Wood Elf Ability Scores: 14111014149 Class: Rogue (Scout) 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.
This post has potentially manipulated dice roll results.
Character Name: Rudick Race: Orc Ability scores:101214141517. Class: Fighter Background: Folk Hero Backstory: Orcs survive through savagery and force of numbers. Theirs is a life that has no place for weakness, and every warrior must be strong enough to take what is needed by force. Orcs aren’t interested in treaties, trade negotiations or diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods. The Red Musk tribe that called Wyvern Tor were no exception. Which makes the story of Rudick all the stranger, as little to nothing nurtured his almost reluctance to engage in traditional pastimes. For Rudick, the release of wanton fury, while exciting for brief moments,tended to pale in comparison to crafting of useful if but simple tools, or maintenance of such things. Something about the tranquility found in those moments brought a sense of peace.
But Rudick was also a coward, or at least grew wise enough to do whatever it took to survive within the tribe, eventually becoming known as its toughest member. Or so had been the case until his first raid following his 11th spring. When it came to those hired to defend a traveling merchant's wagon, he tore into with all the ferocity of his brethren. Yet when it came down to the few sole survivors, or more pointedly the merchant's daughter, Rudick hesitated in engaging in idle chatter among the kin about what cruelty they intended to inflict upon them. This was no beast he cared little for, or rival that deserved a bit of torment for their own arrogance and cruelty. Just a youngling, or at least one barely younger than himself in Orc years. Their hands looked like they could hardly draw a bow string, let alone make fitting sport.
At the same, he realized that the lightest of 'kindness' they'd show would be to leave her behind; knowing the wilds would see to her regardless. Caught between a wark and hard place, Rudick manage to convince the others to take her and any other survivors with them. That they would make fitting slaves... or decent meals they need not carry back. Or perhaps they were even important enough to lure 'rescuers' to their den, granting them a greater challenge, and further cementing their reputation in the region.
What followed were a string of fortunate events. For after ultimately siding with adventurers seeking to rescue captives and submitting himself to their mercies after, the daughter Ree'andris, a half-elf, though he concealed this fact from the kin least she be slaughtered as any elf, intervened on his behalf. Since then, he was taken in to pay for the sins yet as an indentured servant of a sort, but over the years grew close enough to Ree's family learn one of the few trades the family specialized in. In time, he even became something of a Folk Hero for bravely defending the nearby frontier town of Phandalin from threats both foreign and internal, carving out at least for himself a place to belong.
At least, such was the case before...
(The rest I leave open for the opening of the game if selected. :D)
Goliath Barbarian (plans on Ancestral Guardian) with Hermit Background
Gharak's family often migrated as many Goliath clans do. Ultimately one of these movements would prove to be the defining moment in Gharak's life. When he was close to ten years old he went running off to play in the foothills. He was in unfamiliar territory and ended up lost, unable to find his way back to their encampment. Although he didn't know it, his family searched for him for several days before moving on. For the next two years or so, Gharak was able to use the skills he had learned from his tribe to survive on his own in the mountains. All the while constantly moving and hoping to someday find his family. Eventually he came across the dwelling of a retired Dwarven adventurer named Tharvok Hardhammer. Tharvok took the young giant-kin in and raised him from there on out. Gharak learned how to fight, mend his own wounds, and how to do everything else from Tharvok. After living with his adopted father for nearly one and a half decades, the dwarf gently passed on to Moradin's halls. Burying the man who raised him, Gharak decided once again to pick up the search for his birth family only to find himself in Barovia...
This post has potentially manipulated dice roll results.
Character Name: Tomm Gilfints Race: Variant Human Ability scores:1018916615 91213121313 151315141210 121314141616 Class: Twilight Domain Cleric Background: Acolyte Backstory:
Tomm used to live a happy life, as much as possible in Barovia, and tried his best to make it a happy place for others. He himself and his wife Anette turned down their life for the purpose of helping others and barely had enough to care for themselfs. When Anette fell ill Tomm had no choice but to ask Barovias churches for help. Thought they were under the control Lord Strahd and in no way holy. But still, Tomm found Anette was by all means more important than his grudge against the Lord. Unfortunatly for Tomm the church wished for him to join them and refused to help his wife unless he did. So he did and learned their grimm practices. But help came to late for his beloved Anette and she fell to the disease, despite the dark rituals. Tomm was devistated, especially when he discovered that the church raised his wife as an undead servant. That day he swore himself to bring down Strahd and his unholy machinations.
This post has potentially manipulated dice roll results.
Ability scores: 1091681412 (tbh not awful but you asked for above 75 total so) 12813151015 813911157 (starting to think the first was best after all) 10910121415 (Boring stats. I will do one last and take it no matter what) 1481614159 Name: Dorryn Race: Deep Gnome Class: Monk Background: Hermit Backstory:
Auto Brewery Syndrome. A very uncommon thing but completely real. The body of a person who has this syndrome makes ethanol (alcohol) from the carbohydrates they eat. Although never heard of in the colony, one case of that syndrome appeared in a young gnome named Dorryn. From a very young age, he was always drunk. No one could figure out why, and even the magical spell Detect Poison and Disease couldn't identify the cause, since the syndrome isn't actually a disease. As time went by, Dorryn became rather resistant to the effects of the condition, though never completely; and decided to go to a famous monastery where, so he believed, he might be cured. The monks in the monastery couldn't heal him, but they offered him to train as a monk, learning to control his body and mind. He agreed to their offer and stayed there.
For a few years, he trained to control himself while in this drunk state. He would also eat very little, as all monks do, and so his body generated less ethanol than usual, and he was relatively sober for a long period of time. In fact, many of the monks had already forgotten about his condition at that point. One day, the monastery had a big feast made for Chauntea, goddess of agriculture. As they should, they had a lot of food. Mostly, kinds of bread and cakes they made themselves, but also fruits, vegetables and wine. Dorryn avoided drinking wine completely that night, but he didn't avoid eating the food, and he ate a lot.
When he woke up the other day, he couldn't remember much of what happened in the night, but he found himself thrown in a back alley in the town. He got up and went towards the monastery, but the doors were locked. When he knocked, an answer came, but not the one he expected. "Go away, don't come back. After the way you behaved last night, you have no place among us!" He didn't hear anything from them after that.
He started wandering the land with no destination in sight. Walking fast, walking slow, with no particular place to go.
Erven Aloro grew up in the Svalich woods, in a small gathering of Wood Elves. He had a happy childhood, and as he became an adult he learned how to stalk and hunt goblins and orcs. Occasionally a roving band would enter the forest and he learned how to track them, alert his tribe and blend in with the forest. Twenty years ago a band of thieves and bandits, the Redbrands, found Erven's village and attacked, destroying the village. Erven was away from the village but came home to a scene of carnage. But that is when it got strange.
Sobbing and moving from corpse to corpse, becoming angrier and angrier, he began to notice something. The corpses began to move. He was kneeling at his mother's corpse when she started to stir and her arm came towards him. You cannot imagine what haunts Erven's mind unless you have had to bash in your undead mother's head with a large rock in order to get her body to stop moving. He learned more than he wanted to know about the undead that day.
Afterward he went "underground", he did not want any contact with other people, and he honed his skills in hunting and tracking. He lurked in dark places, lived away from the sight of humans, elves and dwarves alike. He longed to know what sort of evil caused his family and village to become undead. He stalked the woods and hidden places looking for answers. One night, a vision came to him in a dream from Sehanine Moonbow. "You cannot do this alone." He woke up with those words ringing in his ears.
As you first see him walking into town, he is coming up the road with muddy stained leather armor, twin short swords and a longbow with a determined dark look in his eye. He looks like an elvish Willem Dafoe walking out of the woods in "Platoon." He wants to know where the secret dark forces in Barovia lie. And he wants to choke the un-dead life out of their bodies with his bare hands.
This post has potentially manipulated dice roll results.
Ability scores: 131114141213
Ability scores: 7108789
Ability scores: 1213861611
(Finally jeez)
Character Name: Nicolaus (Nic)
Race: Goblin
Class: Sorcerer (Wild)
Background: Criminal
Backstory:
Nic never wanted to be a bad guy. But when you’re born a goblin, it’s hard to be anything else. He grew up in the Roadroach clan, who made a living ambushing caravans along the roads to various towns, surviving by scuttling away when someone came to burn them out. But Nic felt he could do better, be something more than a common bandit. Nic wanted to be someone people respected, or feared, whichever worked best, and the most respected and feared creatures he’d seen were adventurers. So he left his clan, running away in the middle of the night to pursue his goal.
However, any time he got close to a town, they ran him off, not giving him a chance to explain or talk at all. Days and then weeks passed, and Nic was hungry and copperless. So he snuck inside in the dark, made some friends with the wrong crowds, and went back to his life of petty theft and crime, but this time in the cities, a far cry from what he was used to. Because of this, Nic eventually got caught and jailed by the city watch. He lived in that cell for three years before a local crime lord busted a bunch of prisoners out. The prisoners were escorted to her and brought into her faction, to repay their debt. To repay this debt, Nic was sent to a wizard’s tower to steal whatever he could possibly find that seemed valuable and magical. Unfortunately, what Nic found was a wizard who had gone half-mad with a dash of insanity in the course of their studies. This wizard caught Nic and decided that he was the perfect test subject for their new spell. Obviously this crazy woman, who said her name was Jericho Winterlow, didn’t explain what this spell was supposed to do to Nic, but it’s safe to say it didn’t go as planned. She made him drink a multitude of potions and tinctures, and locked him in a mithril cage before starting her day long incantation. When she finished casting her spell, Nic could somehow feel the potions trying to affect him in a certain way, but the magic of the spell twisted and cracked and shot into his body, mixing and fusing into his blood and bones and skin. It overflowed from him in a burst of random occurrences. He exploded in a ball of flames, came back to life, saw a unicorn, grew a beard of feathers, and stranger and stranger things. He somehow gained the ability to teleport for a short while and accidentally used it to escape from this mess. It took a while but the bursts of magic started to slowly calm down until they eventually stopped. Nic ran as far away as he could from this crazy wizard, traveling for six days, not stopping to eat and barely stopping to rest until he felt he was far enough away to feel safe. That is, until he was attacked by a wolf and shot fire and lightning from his hands. That made his day much more complicated. Over a few weeks, Nic learned how to control a small portion of the magic in his body to do a few spells safely, occasionally with a magical explosions that resulted in some odd occurrences. He’d never been a plant before that was for sure. After training like this for a bit more, Nic had an epiphany. He could use this! He could use the magic and become an adventurer! So he set off, hoping if he showed some magic, he could join a party, or at the very least, make some money as a guard or something.
Character Name: Solvail Arbrehene Race: Human Ability scores:15, roll]4d6dl1[/roll], roll]4d6dl1[/roll], roll]4d6dl1[/roll], roll]4d6dl1[/roll], roll]4d6dl1[/roll] Class: Cleric (Light Domain) Background: Acolyte
Backstory: Rhyester's Matins, a major temple of Lathander in Silverymoon, lay leaderless for more than a hundred years, its priests following claimants while petty conflicts sprouted daily. Solvail Arbrehene, a young and dedicated priestess, sought—in a rather naïve idealism—to settle the conflicts by searching for the supposed 'rightful sign' mentioned by the spectral voice said to be heard at the funeral of the former leader long ago, which most weren't really sure what to look for. The priestess started dedicatedly training under the masters of the temple, turning what some would take for a cloistered acolyte into a full-fledged cleric over the course of a few years, "shining in the light of the Morninglord" some would say.
Solvail set out seeking the company of travelers and caravans, investigating every clue she found in the sacred texts of her temple's founder, Prophet Rhyester, while writing news of her exploration for her superiors in Silverymoon. Dealing with the dangers of the road and with a life of few luxuries, she explored old abandoned libraries and eventually uncovered new texts from her Prophet, ones that living eyes probably hadn't seen in over seven hundred years, and ones that would open her eyes indeed. The texts revealed a rather troubled old Rhyester—a man which had his very own vision granted by the Morninglord early in his life, being born blind—having himself come across heretical writings from another age, ones that he seemed to believe, but that seemingly put his deity under a new light for him. Solvail found the quickest road to the nearby city of Yartar to study the archaic old tomes in peace, abandoning the travelling life for a while.
Over the course of the following tendays, resorting to research, help and sometimes translation, the priestess read through the Prophet's, which right at the end of his life seemed to be convinced of the truth in it, lengthily writings on his outlandish finding and insight, telling that the god of the dawn, Lathander, the old Netherese god of the sun, Amaunator, and the dark god of death, first Jergal, then Myrkul, were all one and the same, aspects of an over-deity which changed the 'faces' they would show to mortals from time to time. Solvail spent a few days utterly stunned after she finished reading, she couldn't believe what her eyes had seen, and this wasn't at all what she set out to do when she left Silverymoon, and all of this certainly wouldn't be the solution for the temple's conflicts. The priestess could barely believe her idolized Prophet had written that the blessed Mordninglord and the dreaded Lord of Bones were the same being, let alone believe that claim was true. She remained in Yartar for a time, and stopped writing letters to her temple at all.
Tendays turned into months as Solvail struggled to come to terms with that which she had learned, and finally agents from her temple had come looking for her. One morning in the inn she was staying, she walked down the stairs just to overhear someone's conversation with the innkeeper mentioning her name. She instinctively turned around and rushed up to her room, hastily grabbed her pack, stuffed it with what she could easily carry—including the heretical texts—and climbed down out the window, running towards the crowded market in hopes of finding a discrete way to leave the city. She didn't know what the temple's agents wanted, but she was certain her masters would burn either the texts or herself for such claims, and she couldn't bear either without finding out the truth first. The priestess fled Yartar without a chosen destination in mind, only seeking to distance herself from her temple while she figured out the truth.
Race - Stout Halfling (54 Years Old, 2'10, 38lbs. Dirty blonde hair, green eyes, olive skin)
Ability scores (4d6, drop lowest, reroll if total is below 75, place where you want) Ability scores: 16161061017
Class (level 1) - Druid (Flexible if a Spellcaster, healer, whatever is needed most in the party. I'm probably going Shepherd, Dreams, or Land.)
Background - Hermit (Chaotic Good)
Backstory - Glenn was born the middle child of five to the Greenleaf family of Silverymoon. Glenn grew up happy with his brothers and sister, befriending all he sees, and learning to cook in the family restaurant, The Hidey Hole. They lived a comfortable lifestyle, living in a small, yet cozy home. As a teenager, on a picnic with the family near The Evermoors lake, Glenn and his family were ambushed by a gnoll war-pack and his mother was sadly taken away, never to be seen again. The Greenleaf family was devastated, but none took it as hard as Glenn, who spiraled into a state of madness and depression. When his father finally found another love years later, Glenn finally snapped midway through baking a sheet of almond cookies and fled the city to the High Forest without his family knowing; He was in his early 20's at this time.
Now, after his mother was abducted, Glenn spent years attempting to make sense of the world; by doing so he was secluding himself in his own world in his mind. Upon the news of his father finding love again and "replacing" his mother, along with the almond cookies, Glenn had a sudden epiphany... The nature of the world, the secret of life, the duality of people... it can all be summed up by nuts. Imagine your mind blanking and suddenly realizing it was all nuts, that was Glenn Greenleaf that day. Fleeing into the forest, he'd dedicate an entire a half a century studying, wandering, living in the wilderness figuring out the truth of of the nut; Deep inside, he also researched ways to gain power to attempt to find his mother, believing she is still alive with the gnolls and make those beasts pay for doing what they've done to her. He'd preach his nutty philosophy and speech to any wandering adventurer, camper, or anyone friendly enough to listen to him. Over time his family did discover his whereabouts, but the Greenleafs choose to let Glenn do what makes sense to him, as long as he is safe and doing what he feels brings him at peace to cope with the loss of his mother.
Impressed by his philosophy, touched by his story, and amused by his kind demeanor, Chauntea, goddess of life and bounty, saw Glenn as someone who can serve her cause well for the greater good. She approached him in a dream and asked of Glenn to continue his research in her name, and in return she'd bless him with druidic powers. Now 54 years of age, Gleen Greenleaf, the druid of nuts living in The High Forest, feels like it is finally time to leave the forest and share his way of thinking to all for the greater good, maybe help others along the way.
Backstory As far as he can remember, Alev has always been alone. This is not something that had ever particularly worried him, as he grew up believing that the freedom of the streets was better than the cage of a house. He doesn't know who his parents were or what happened to them, and used to not care that much: The closest thing to a family he used to have was a group of human rogues who took him in as a child because they thought than an ally with the ability to fly could prove useful. Alev tried, he really tried, but he lacked the talent to steal the thieves wanted from him. The rogues started to think of him as useless, and started not-so-secretly wondering if they should really keep the bird around or just dispose of him. As such, as soon as Alev thought he could fend for himself they parted ways, the rogues more than happy to leave him behind when they left. The young Aarakocra then flew from rooftop to rooftop, surviving as well as he could, never staying in one place for too long. He had nothing but his wings, and by the Gods he was gonna use them.
Then, something started to change. It started as just as an annoying itch on his skin he blamed on fleas and other bugs at first, until one day he woke up to see that there was now scales growing from underneath his skin, barely hidden from stranger's view only by his feathers. That discovery would have been startling enough, had it not also come with a sudden ability to use magic. Alev at first was scared: He had no idea how to properly use these powers nor was there anyone around to teach him how, and he was left wondering for the first time who (or what) his parents had been for this to happen. But he adapted fast: He would learn how to use this, just as he had learned how to survive in the streets by himself. He would learn how to use these scary changes on his body as his weapon, just as the rogues had their daggers. Whatever else happened, he was playing to win.
If an Ararakocra would not fit with the campaign, I can change the race to something else. I also had an idea for a Warlock, but I decided to go for a Sorcerer instead.
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Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
Leann was born in Chult, and lived among her people, the least of her clan, as she had barely any sign of her serpentine ancestry on her body. She was sent to infiltrate a human settlement in the area, and to pave the way for her people to attack the place. After living among the humans for a while though, Leann found she enjoyed their relationships, and found she enjoyed their company far more than that of her own people. When her people did attack, she joined with the humans and helped to repell the invasion force.
Leann was marked for death by her own people for this betrayal. She was exiled and could not return home. The humans, learning of her heritage, also sent her away. She left Chult, and traveled to Baldur's Gate. There she met a paladin of Torm, and traveled with them for some time, learning the way of the Ancients. They traveled up and down the Sea of Swords, aiding people in need as they found them.
Alex Yugarov is a young man on the run. Barely 18 years old, he has left his parents and younger sister, left his home at the Temple of Oghma in Neverwinter, left his entire life behind. It’s just safer that way, safer for his family. But he knows, no matter how far or fast he runs, he can never truly escape from himself.
Alex is a student of Oghma. Was, anyway. His parents raised him in the Temple. They taught him and his siblings in all manner of learning, science, lore, history. If there was something to know, disciples of Oghma were determined to learn of it. As Alex and his siblings grew older, their parents allowed them to branch out and study more in-depth in topics that interested them. Unfortunately, and unbeknownst to their parents, Alex’s older brother Sergei developed a deep interest in certain profane and demonic arts. Alex watched as Sergei was eventually able to summon a demon, attempting to strike a bargain with it. The sight of Sergei getting cut down by that demon is forever burned into Alex’s memory.
Alex is a youth consumed by that event. He can barely sleep; when he closes his eyes, his mind turns to that night, when Sergei’s face, elated at first by his apparent success, quickly turned to confusion, to terror, to agony, and then to that empty mask of death. In the silence of the Temple at night, Alex’s ears are full of the cruel laughter of the demon.
Alex is a driven young man. He has taken up his brother’s notes and continued his brother’s studies. He has seen where his brother failed, found the ancient ways of contracts and bargains, of promises and bindings. Alex is resolved on a course of action. Summon the demon, form a pact with it somehow, and someday use its own power against it, to strike it down. Revenge.
Alex is a young man with dark secrets. He was successful in summoning the demon. The evil being recognized him as the brother of the fool that dared entreat him before, the one whose life it had snuffed out so carelessly. Alex demanded that it share its power with him, become his patron. The demon, of course, saw right through Alex’s intentions, and the demon was amused by this. Here was a young man, driven by dark determination, who would easily be corrupted to acts of evil. The demon acquiesced to Alex’s demands and bound him to itself.
Alex is now a young man on the run. But how can he run away from himself? He’s afraid of who he sees now in the mirror, afraid of what he has started within himself. He’s worried that the new powers growing within him will warp his plans into something other than what he started out to do. Can he stay loyal to Sergei’s memory as he begins to wield the very power that destroyed him? Can he beat the demon at its own game?
This post has potentially manipulated dice roll results.
Character Name: Radiance Race: Female Genasi (Fire) Ability scores: 79614108 Ability scores: 9101291512 Class: Warlock (The Archfey) [I could switch to an Artificer build for this character if a support class is needed] Background: Hermit
Backstory: Radiance is the biological daughter of the Green Hag Fantasia, who raised her as a normal child instead of consuming her and give birth to a true Hag child. She grew up helping her mother perform rituals along with her coven, brew potions of healing, and trick common folk who wondered to close to their hollow, as well as do mundane tasks such as cooking, cleaning, going to the market and foraging for food. As a teenager, at the request of Fantasia, Radiance formed a pact with her mother to better help with coven duties and rituals. Now that Radiance is an adult, she lives alone closer to the market and has a job selling healing potions to adventurers, she spends less time in the hollow, and no longer participates in coven related rituals (however much her mother would like her to be). Radiance is happy, while Fantasia is cruel and undeniably evil, she always treated Radiance with kindness, so Radiance is rather kind and cheerful in contrast with her heritage.
Hello. I've always wanted to do a Curse of Strahd, so I finally got the book so I can DM it. It's the perfect campaign for the Halloween season. For those of you who don't know what Curse of Strahd (abbreviated as CoS), it is a campaign where a group of adventures is spirited away into a dark reality where Strahd, the first vampire, rules in a reign of terror over the land of Barovia. It is full of werewolves, zombies, haunted ruins, and other gothic horror goodness. The adventures attempt to overthrow Strahd with a set of events that I'm not allowed to say because that would spoil the theatrics. Warning: CoS has a strong horror theme. This isn't do those who get scared easy. With that said, if you want to join, I need the following:
Character Name
Race
Ability scores (4d6, drop lowest, reroll if total is below 75, place where you want)
Class (level 1)
Background
Backstory (This is where I will spend most of my time choosing players. The better this is, the more likely you will be chosen)
No homebrew allowed, but everything else is.
I aim for this to be an active game. Try to post at least once a day. If you can't be active at least once (preferably more), this isn't the campaign for you. I try to post 2-3 times a day depending on my schedule. I can usually post more on the weekends.
I will pick my favorite 4-6ish applications and will close recruitment when the book arrives (Thursday to Friday-ish). I'm looking forward to seeing your applications!
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ability scores: 16 14 12 13 16 15Ability scores: 14 13 13 8 12 12
Baptiste Duskdown - Human v - Ranger - Criminal
https://www.dndbeyond.com/profile/nschrock/characters/38070849
Baptiste is from the rough side of the rough part of town. No one gets out of “the life” if they’re born there. Few manage to live with any amount of continued success even.
Baptiste grew up strong, cunning, and - most of all- handy with a hatchet. He started as a robber, highjacking goods at the edge of a blade. Eventually, his gang of cut throats took up a higher risk, higher reward business of clearing out beasties in the abandoned tunnels and ruins upon which the city today was built. Baptiste learned a great deal about undead in particular while he was down there. Such creatures always seemed to thrive in forgotten places.
However, such activities always end in tragedy eventually. The gang was killed, all except him. He ran. He’s found new, less illicit companions now. He’s not one to get spooked easily, but if push comes to shove, he may run again.
Paladin - warforged - orange
Character Name: Thadalas Willowlake
Race: Wood Elf
Ability Scores: 14 11 10 14 14 9
Class: Rogue (Scout)
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.
DM: Waterdeep: Dragon Heist
Character Name: Rudick
Race: Orc
Ability scores: 10 12 14 14 15 17.
Class: Fighter
Background: Folk Hero
Backstory:
Orcs survive through savagery and force of numbers. Theirs is a life that has no place for weakness, and every warrior must be strong enough to take what is needed by force. Orcs aren’t interested in treaties, trade negotiations or diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods. The Red Musk tribe that called Wyvern Tor were no exception. Which makes the story of Rudick all the stranger, as little to nothing nurtured his almost reluctance to engage in traditional pastimes. For Rudick, the release of wanton fury, while exciting for brief moments,tended to pale in comparison to crafting of useful if but simple tools, or maintenance of such things. Something about the tranquility found in those moments brought a sense of peace.
But Rudick was also a coward, or at least grew wise enough to do whatever it took to survive within the tribe, eventually becoming known as its toughest member. Or so had been the case until his first raid following his 11th spring. When it came to those hired to defend a traveling merchant's wagon, he tore into with all the ferocity of his brethren. Yet when it came down to the few sole survivors, or more pointedly the merchant's daughter, Rudick hesitated in engaging in idle chatter among the kin about what cruelty they intended to inflict upon them. This was no beast he cared little for, or rival that deserved a bit of torment for their own arrogance and cruelty. Just a youngling, or at least one barely younger than himself in Orc years. Their hands looked like they could hardly draw a bow string, let alone make fitting sport.
At the same, he realized that the lightest of 'kindness' they'd show would be to leave her behind; knowing the wilds would see to her regardless. Caught between a wark and hard place, Rudick manage to convince the others to take her and any other survivors with them. That they would make fitting slaves... or decent meals they need not carry back. Or perhaps they were even important enough to lure 'rescuers' to their den, granting them a greater challenge, and further cementing their reputation in the region.
What followed were a string of fortunate events. For after ultimately siding with adventurers seeking to rescue captives and submitting himself to their mercies after, the daughter Ree'andris, a half-elf, though he concealed this fact from the kin least she be slaughtered as any elf, intervened on his behalf. Since then, he was taken in to pay for the sins yet as an indentured servant of a sort, but over the years grew close enough to Ree's family learn one of the few trades the family specialized in. In time, he even became something of a Folk Hero for bravely defending the nearby frontier town of Phandalin from threats both foreign and internal, carving out at least for himself a place to belong.
At least, such was the case before...
(The rest I leave open for the opening of the game if selected. :D)
When you realize you're doing too much: Signature.
Ability scores: 10 12 16 6 11 10Ability scores: 13 16 9 16 14 17
https://www.dndbeyond.com/profile/10CentEnlightenment/characters/38072581
Gharak Brighteye
Goliath Barbarian (plans on Ancestral Guardian) with Hermit Background
Gharak's family often migrated as many Goliath clans do. Ultimately one of these movements would prove to be the defining moment in Gharak's life. When he was close to ten years old he went running off to play in the foothills. He was in unfamiliar territory and ended up lost, unable to find his way back to their encampment. Although he didn't know it, his family searched for him for several days before moving on. For the next two years or so, Gharak was able to use the skills he had learned from his tribe to survive on his own in the mountains. All the while constantly moving and hoping to someday find his family. Eventually he came across the dwelling of a retired Dwarven adventurer named Tharvok Hardhammer. Tharvok took the young giant-kin in and raised him from there on out. Gharak learned how to fight, mend his own wounds, and how to do everything else from Tharvok. After living with his adopted father for nearly one and a half decades, the dwarf gently passed on to Moradin's halls. Burying the man who raised him, Gharak decided once again to pick up the search for his birth family only to find himself in Barovia...
Iymbryl; Elven Eldritch Knight in DM Jynne's LMoP,
Maker; Vect Wizard of Automata in Conspiracy in the Stars,
Valhik Steeltemper, Gnome Blood Hunter in Archie's Tomb of Annihilation,
Kallaia, Tiefling Bard in Minotaur's Storm King's Thunder
Character Name: Tomm Gilfints
Race: Variant Human
Ability scores:
10 18 9 16 6 159 12 13 12 13 1315 13 15 14 12 1012 13 14 14 16 16
Class: Twilight Domain Cleric
Background: Acolyte
Backstory:
Tomm used to live a happy life, as much as possible in Barovia, and tried his best to make it a happy place for others. He himself
and his wife Anette turned down their life for the purpose of helping others and barely had enough to care for themselfs. When Anette
fell ill Tomm had no choice but to ask Barovias churches for help. Thought they were under the control Lord Strahd and in no way holy.
But still, Tomm found Anette was by all means more important than his grudge against the Lord. Unfortunatly for Tomm the church
wished for him to join them and refused to help his wife unless he did. So he did and learned their grimm practices. But help came to
late for his beloved Anette and she fell to the disease, despite the dark rituals. Tomm was devistated, especially when he discovered
that the church raised his wife as an undead servant. That day he swore himself to bring down Strahd and his unholy machinations.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Ability scores:
10 9 16 8 14 12(tbh not awful but you asked for above 75 total so)(starting to think the first was best after all)12 8 13 15 10 15
8 13 9 11 15 7
10 9 10 12 14 15(Boring stats. I will do one last and take it no matter what)14 8 16 14 15 9
Name: Dorryn
Race: Deep Gnome
Class: Monk
Background: Hermit
Backstory:
Auto Brewery Syndrome. A very uncommon thing but completely real. The body of a person who has this syndrome makes ethanol (alcohol) from the carbohydrates they eat.
Although never heard of in the colony, one case of that syndrome appeared in a young gnome named Dorryn. From a very young age, he was always drunk. No one could figure out why, and even the magical spell Detect Poison and Disease couldn't identify the cause, since the syndrome isn't actually a disease. As time went by, Dorryn became rather resistant to the effects of the condition, though never completely; and decided to go to a famous monastery where, so he believed, he might be cured.
The monks in the monastery couldn't heal him, but they offered him to train as a monk, learning to control his body and mind. He agreed to their offer and stayed there.
For a few years, he trained to control himself while in this drunk state. He would also eat very little, as all monks do, and so his body generated less ethanol than usual, and he was relatively sober for a long period of time. In fact, many of the monks had already forgotten about his condition at that point.
One day, the monastery had a big feast made for Chauntea, goddess of agriculture. As they should, they had a lot of food. Mostly, kinds of bread and cakes they made themselves, but also fruits, vegetables and wine. Dorryn avoided drinking wine completely that night, but he didn't avoid eating the food, and he ate a lot.
When he woke up the other day, he couldn't remember much of what happened in the night, but he found himself thrown in a back alley in the town. He got up and went towards the monastery, but the doors were locked. When he knocked, an answer came, but not the one he expected. "Go away, don't come back. After the way you behaved last night, you have no place among us!" He didn't hear anything from them after that.
He started wandering the land with no destination in sight. Walking fast, walking slow, with no particular place to go.
https://www.dndbeyond.com/profile/FireCat5/characters/38077248
Varielky
Character Name : Erven Aloro
Race : Wood Elf
Ability scores : Ability scores: 16 14 16 15 18 13
Class (level 1) : Ranger (gloom stalker)
Background : Outlander
Backstory :
Erven Aloro grew up in the Svalich woods, in a small gathering of Wood Elves. He had a happy childhood, and as he became an adult he learned how to stalk and hunt goblins and orcs. Occasionally a roving band would enter the forest and he learned how to track them, alert his tribe and blend in with the forest. Twenty years ago a band of thieves and bandits, the Redbrands, found Erven's village and attacked, destroying the village. Erven was away from the village but came home to a scene of carnage. But that is when it got strange.
Sobbing and moving from corpse to corpse, becoming angrier and angrier, he began to notice something. The corpses began to move. He was kneeling at his mother's corpse when she started to stir and her arm came towards him. You cannot imagine what haunts Erven's mind unless you have had to bash in your undead mother's head with a large rock in order to get her body to stop moving. He learned more than he wanted to know about the undead that day.
Afterward he went "underground", he did not want any contact with other people, and he honed his skills in hunting and tracking. He lurked in dark places, lived away from the sight of humans, elves and dwarves alike. He longed to know what sort of evil caused his family and village to become undead. He stalked the woods and hidden places looking for answers. One night, a vision came to him in a dream from Sehanine Moonbow. "You cannot do this alone." He woke up with those words ringing in his ears.
As you first see him walking into town, he is coming up the road with muddy stained leather armor, twin short swords and a longbow with a determined dark look in his eye. He looks like an elvish Willem Dafoe walking out of the woods in "Platoon." He wants to know where the secret dark forces in Barovia lie. And he wants to choke the un-dead life out of their bodies with his bare hands.
https://ddb.ac/characters/38077813/1xIC4g
A wizard is never late, nor is he early, he arrives precisely when he means to.
Ability scores: 13 11 14 14 12 13Ability scores: 7 10 8 7 8 9Ability scores: 12 13 8 6 16 11
(Finally jeez)
Character Name: Nicolaus (Nic)
Race: Goblin
Class: Sorcerer (Wild)
Background: Criminal
Backstory:
Nic never wanted to be a bad guy. But when you’re born a goblin, it’s hard to be anything else. He grew up in the Roadroach clan, who made a living ambushing caravans along the roads to various towns, surviving by scuttling away when someone came to burn them out. But Nic felt he could do better, be something more than a common bandit. Nic wanted to be someone people respected, or feared, whichever worked best, and the most respected and feared creatures he’d seen were adventurers. So he left his clan, running away in the middle of the night to pursue his goal.
However, any time he got close to a town, they ran him off, not giving him a chance to explain or talk at all. Days and then weeks passed, and Nic was hungry and copperless. So he snuck inside in the dark, made some friends with the wrong crowds, and went back to his life of petty theft and crime, but this time in the cities, a far cry from what he was used to. Because of this, Nic eventually got caught and jailed by the city watch.
He lived in that cell for three years before a local crime lord busted a bunch of prisoners out. The prisoners were escorted to her and brought into her faction, to repay their debt. To repay this debt, Nic was sent to a wizard’s tower to steal whatever he could possibly find that seemed valuable and magical. Unfortunately, what Nic found was a wizard who had gone half-mad with a dash of insanity in the course of their studies. This wizard caught Nic and decided that he was the perfect test subject for their new spell.
Obviously this crazy woman, who said her name was Jericho Winterlow, didn’t explain what this spell was supposed to do to Nic, but it’s safe to say it didn’t go as planned. She made him drink a multitude of potions and tinctures, and locked him in a mithril cage before starting her day long incantation. When she finished casting her spell, Nic could somehow feel the potions trying to affect him in a certain way, but the magic of the spell twisted and cracked and shot into his body, mixing and fusing into his blood and bones and skin. It overflowed from him in a burst of random occurrences.
He exploded in a ball of flames, came back to life, saw a unicorn, grew a beard of feathers, and stranger and stranger things. He somehow gained the ability to teleport for a short while and accidentally used it to escape from this mess. It took a while but the bursts of magic started to slowly calm down until they eventually stopped. Nic ran as far away as he could from this crazy wizard, traveling for six days, not stopping to eat and barely stopping to rest until he felt he was far enough away to feel safe. That is, until he was attacked by a wolf and shot fire and lightning from his hands. That made his day much more complicated.
Over a few weeks, Nic learned how to control a small portion of the magic in his body to do a few spells safely, occasionally with a magical explosions that resulted in some odd occurrences. He’d never been a plant before that was for sure. After training like this for a bit more, Nic had an epiphany. He could use this! He could use the magic and become an adventurer! So he set off, hoping if he showed some magic, he could join a party, or at the very least, make some money as a guard or something.
Character Name: Solvail Arbrehene
Race: Human
Ability scores: 15, roll]4d6dl1[/roll], roll]4d6dl1[/roll], roll]4d6dl1[/roll], roll]4d6dl1[/roll], roll]4d6dl1[/roll]
Class: Cleric (Light Domain)
Background: Acolyte
Backstory: Rhyester's Matins, a major temple of Lathander in Silverymoon, lay leaderless for more than a hundred years, its priests following claimants while petty conflicts sprouted daily. Solvail Arbrehene, a young and dedicated priestess, sought—in a rather naïve idealism—to settle the conflicts by searching for the supposed 'rightful sign' mentioned by the spectral voice said to be heard at the funeral of the former leader long ago, which most weren't really sure what to look for. The priestess started dedicatedly training under the masters of the temple, turning what some would take for a cloistered acolyte into a full-fledged cleric over the course of a few years, "shining in the light of the Morninglord" some would say.
Solvail set out seeking the company of travelers and caravans, investigating every clue she found in the sacred texts of her temple's founder, Prophet Rhyester, while writing news of her exploration for her superiors in Silverymoon. Dealing with the dangers of the road and with a life of few luxuries, she explored old abandoned libraries and eventually uncovered new texts from her Prophet, ones that living eyes probably hadn't seen in over seven hundred years, and ones that would open her eyes indeed. The texts revealed a rather troubled old Rhyester—a man which had his very own vision granted by the Morninglord early in his life, being born blind—having himself come across heretical writings from another age, ones that he seemed to believe, but that seemingly put his deity under a new light for him. Solvail found the quickest road to the nearby city of Yartar to study the archaic old tomes in peace, abandoning the travelling life for a while.
Over the course of the following tendays, resorting to research, help and sometimes translation, the priestess read through the Prophet's, which right at the end of his life seemed to be convinced of the truth in it, lengthily writings on his outlandish finding and insight, telling that the god of the dawn, Lathander, the old Netherese god of the sun, Amaunator, and the dark god of death, first Jergal, then Myrkul, were all one and the same, aspects of an over-deity which changed the 'faces' they would show to mortals from time to time. Solvail spent a few days utterly stunned after she finished reading, she couldn't believe what her eyes had seen, and this wasn't at all what she set out to do when she left Silverymoon, and all of this certainly wouldn't be the solution for the temple's conflicts. The priestess could barely believe her idolized Prophet had written that the blessed Mordninglord and the dreaded Lord of Bones were the same being, let alone believe that claim was true. She remained in Yartar for a time, and stopped writing letters to her temple at all.
Tendays turned into months as Solvail struggled to come to terms with that which she had learned, and finally agents from her temple had come looking for her. One morning in the inn she was staying, she walked down the stairs just to overhear someone's conversation with the innkeeper mentioning her name. She instinctively turned around and rushed up to her room, hastily grabbed her pack, stuffed it with what she could easily carry—including the heretical texts—and climbed down out the window, running towards the crowded market in hopes of finding a discrete way to leave the city. She didn't know what the temple's agents wanted, but she was certain her masters would burn either the texts or herself for such claims, and she couldn't bear either without finding out the truth first. The priestess fled Yartar without a chosen destination in mind, only seeking to distance herself from her temple while she figured out the truth.
Art Portfolio
Seems I messed up my rolls up there, rolling the rest: 14, 8, 7, 12, 14 :)
Art Portfolio
Character Name - Glenn Greenleaf
Race - Stout Halfling (54 Years Old, 2'10, 38lbs. Dirty blonde hair, green eyes, olive skin)
Ability scores (4d6, drop lowest, reroll if total is below 75, place where you want) Ability scores: 16 16 10 6 10 17
Class (level 1) - Druid (Flexible if a Spellcaster, healer, whatever is needed most in the party. I'm probably going Shepherd, Dreams, or Land.)
Background - Hermit (Chaotic Good)
Backstory - Glenn was born the middle child of five to the Greenleaf family of Silverymoon. Glenn grew up happy with his brothers and sister, befriending all he sees, and learning to cook in the family restaurant, The Hidey Hole. They lived a comfortable lifestyle, living in a small, yet cozy home. As a teenager, on a picnic with the family near The Evermoors lake, Glenn and his family were ambushed by a gnoll war-pack and his mother was sadly taken away, never to be seen again. The Greenleaf family was devastated, but none took it as hard as Glenn, who spiraled into a state of madness and depression. When his father finally found another love years later, Glenn finally snapped midway through baking a sheet of almond cookies and fled the city to the High Forest without his family knowing; He was in his early 20's at this time.
Now, after his mother was abducted, Glenn spent years attempting to make sense of the world; by doing so he was secluding himself in his own world in his mind. Upon the news of his father finding love again and "replacing" his mother, along with the almond cookies, Glenn had a sudden epiphany... The nature of the world, the secret of life, the duality of people... it can all be summed up by nuts. Imagine your mind blanking and suddenly realizing it was all nuts, that was Glenn Greenleaf that day. Fleeing into the forest, he'd dedicate an entire a half a century studying, wandering, living in the wilderness figuring out the truth of of the nut; Deep inside, he also researched ways to gain power to attempt to find his mother, believing she is still alive with the gnolls and make those beasts pay for doing what they've done to her. He'd preach his nutty philosophy and speech to any wandering adventurer, camper, or anyone friendly enough to listen to him. Over time his family did discover his whereabouts, but the Greenleafs choose to let Glenn do what makes sense to him, as long as he is safe and doing what he feels brings him at peace to cope with the loss of his mother.
Impressed by his philosophy, touched by his story, and amused by his kind demeanor, Chauntea, goddess of life and bounty, saw Glenn as someone who can serve her cause well for the greater good. She approached him in a dream and asked of Glenn to continue his research in her name, and in return she'd bless him with druidic powers. Now 54 years of age, Gleen Greenleaf, the druid of nuts living in The High Forest, feels like it is finally time to leave the forest and share his way of thinking to all for the greater good, maybe help others along the way.
https://ddb.ac/characters/38065100/csfUf8
(I made a Hero Forge of what he looks like :D I don't know how to link it though.)
Ability scores: 11 15 16 11 8 16Ability scores: 5 14 11 12 13 11
I'll be right back.
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
Withdrawn -- clearly the dice are sending me a message.
Character Name - Alev
Race: Aarakocra
Class: Draconic Bloodline Sorcerer (level 1)
Background: Urchin
Backstory As far as he can remember, Alev has always been alone. This is not something that had ever particularly worried him, as he grew up believing that the freedom of the streets was better than the cage of a house. He doesn't know who his parents were or what happened to them, and used to not care that much: The closest thing to a family he used to have was a group of human rogues who took him in as a child because they thought than an ally with the ability to fly could prove useful. Alev tried, he really tried, but he lacked the talent to steal the thieves wanted from him. The rogues started to think of him as useless, and started not-so-secretly wondering if they should really keep the bird around or just dispose of him. As such, as soon as Alev thought he could fend for himself they parted ways, the rogues more than happy to leave him behind when they left. The young Aarakocra then flew from rooftop to rooftop, surviving as well as he could, never staying in one place for too long. He had nothing but his wings, and by the Gods he was gonna use them.
Then, something started to change. It started as just as an annoying itch on his skin he blamed on fleas and other bugs at first, until one day he woke up to see that there was now scales growing from underneath his skin, barely hidden from stranger's view only by his feathers. That discovery would have been startling enough, had it not also come with a sudden ability to use magic. Alev at first was scared: He had no idea how to properly use these powers nor was there anyone around to teach him how, and he was left wondering for the first time who (or what) his parents had been for this to happen. But he adapted fast: He would learn how to use this, just as he had learned how to survive in the streets by himself. He would learn how to use these scary changes on his body as his weapon, just as the rogues had their daggers. Whatever else happened, he was playing to win.
Character Sheet link: https://www.dndbeyond.com/profile/RachelEvening/characters/36706731
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
If an Ararakocra would not fit with the campaign, I can change the race to something else. I also had an idea for a Warlock, but I decided to go for a Sorcerer instead.
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
Ability scores: 11 14 11 11 13 9
Name: Leann Storm
Race: Yuan-Ti
Class: Paladin (ancients)
Background: Soldier
Backstory:
Leann was born in Chult, and lived among her people, the least of her clan, as she had barely any sign of her serpentine ancestry on her body. She was sent to infiltrate a human settlement in the area, and to pave the way for her people to attack the place. After living among the humans for a while though, Leann found she enjoyed their relationships, and found she enjoyed their company far more than that of her own people. When her people did attack, she joined with the humans and helped to repell the invasion force.
Leann was marked for death by her own people for this betrayal. She was exiled and could not return home. The humans, learning of her heritage, also sent her away. She left Chult, and traveled to Baldur's Gate. There she met a paladin of Torm, and traveled with them for some time, learning the way of the Ancients. They traveled up and down the Sea of Swords, aiding people in need as they found them.
Ability scores: Ability scores: 17 10 13 7 15 11Alex Yugarov - v Human
Ability scores: 14 11 10 12 7 11
Warlock (fiend) ; acolyte background
Alex Yugarov is a young man on the run. Barely 18 years old, he has left his parents and younger sister, left his home at the Temple of Oghma in Neverwinter, left his entire life behind. It’s just safer that way, safer for his family. But he knows, no matter how far or fast he runs, he can never truly escape from himself.
Alex is a student of Oghma. Was, anyway. His parents raised him in the Temple. They taught him and his siblings in all manner of learning, science, lore, history. If there was something to know, disciples of Oghma were determined to learn of it. As Alex and his siblings grew older, their parents allowed them to branch out and study more in-depth in topics that interested them. Unfortunately, and unbeknownst to their parents, Alex’s older brother Sergei developed a deep interest in certain profane and demonic arts. Alex watched as Sergei was eventually able to summon a demon, attempting to strike a bargain with it. The sight of Sergei getting cut down by that demon is forever burned into Alex’s memory.
Alex is a youth consumed by that event. He can barely sleep; when he closes his eyes, his mind turns to that night, when Sergei’s face, elated at first by his apparent success, quickly turned to confusion, to terror, to agony, and then to that empty mask of death. In the silence of the Temple at night, Alex’s ears are full of the cruel laughter of the demon.
Alex is a driven young man. He has taken up his brother’s notes and continued his brother’s studies. He has seen where his brother failed, found the ancient ways of contracts and bargains, of promises and bindings. Alex is resolved on a course of action. Summon the demon, form a pact with it somehow, and someday use its own power against it, to strike it down. Revenge.
Alex is a young man with dark secrets. He was successful in summoning the demon. The evil being recognized him as the brother of the fool that dared entreat him before, the one whose life it had snuffed out so carelessly. Alex demanded that it share its power with him, become his patron. The demon, of course, saw right through Alex’s intentions, and the demon was amused by this. Here was a young man, driven by dark determination, who would easily be corrupted to acts of evil. The demon acquiesced to Alex’s demands and bound him to itself.
Alex is now a young man on the run. But how can he run away from himself? He’s afraid of who he sees now in the mirror, afraid of what he has started within himself. He’s worried that the new powers growing within him will warp his plans into something other than what he started out to do. Can he stay loyal to Sergei’s memory as he begins to wield the very power that destroyed him? Can he beat the demon at its own game?
Character Name: Radiance
Race: Female Genasi (Fire)
Ability scores: 7 9 6 14 10 8
Ability scores: 9 10 12 9 15 12Class: Warlock (The Archfey) [I could switch to an Artificer build for this character if a support class is needed]
Background: Hermit
Backstory: Radiance is the biological daughter of the Green Hag Fantasia, who raised her as a normal child instead of consuming her and give birth to a true Hag child. She grew up helping her mother perform rituals along with her coven, brew potions of healing, and trick common folk who wondered to close to their hollow, as well as do mundane tasks such as cooking, cleaning, going to the market and foraging for food. As a teenager, at the request of Fantasia, Radiance formed a pact with her mother to better help with coven duties and rituals. Now that Radiance is an adult, she lives alone closer to the market and has a job selling healing potions to adventurers, she spends less time in the hollow, and no longer participates in coven related rituals (however much her mother would like her to be). Radiance is happy, while Fantasia is cruel and undeniably evil, she always treated Radiance with kindness, so Radiance is rather kind and cheerful in contrast with her heritage.
How do you roll ability scores dropping the lowest? I’m new to this DDB forum