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Ovo
Dec 20, 2008

Life Rules
When you signed up with the Golden Lion Mercenary Band, you were expecting to deal with local problems. Bandits on the roads, goblins in the woods, wolves going after farmer’s livestock. You were not expecting to have to march across the whole of the Sword Coast so you could deal with some monster infesting a town in a land you’d never even heard of before.

At least the job was paying well; in the letter the Burgomaster of the town was offering an amazing 500 gold per person for dealing with the beast. Apparently his master is quite generous; perhaps you may even meet Count Strahd von Zarovich during your stay in Barovia....



After many long days of travel, a group of adventurers are camping on the outskirts of Barovia. Grey, miserable and gloomy, the atmosphere is hardly welcoming, but at least their job is a short one. Travel to the village of Barovia, deal with some kind of monster that has taken over an abandoned mansion, and collect payment from the Burgomaster, a man by the name of Kolyan Indirovich.

What could be simpler?



What Is this?

This will be a full playthrough of the Curse of Strahd published adventure. This adventure takes characters from level 1-10. Play will be done through PbP or Discord chat (Whichever party prefers) and will use Roll20 for mapping/combat. I am looking for a party of 4-6 players. This will be following the published adventure fairly closely, but I will be making some alterations that I think work better for the format of play.

  • All published Classes/Races/Background are accepted, Revised Ranger will be used. UA content is allowed.
  • Level 1 start, Standard point buy. Players will advance to level 3 fairly quickly as we are using milestone rather than XP.
  • Character Bio should include why you joined up with the Golden Lion Mercenary Band.
  • Start the game with standard equipment + 125 gold to spend on players choice.
  • Supply a photo for tokens!

Post in this thread or the discord for any questions. Depening on level of interest I will say recruitment will likely close on Friday June 15th.

E; Some questions came up in the discord, so here and the answers to these, I'll update this area as new Discord questions get asked.

- The PC's will have been members of the Merc band for sometime, but have only been on basic jobs (bandit hunting, escorting merchants etc.) This will be their first major job.
- PC's will be vaguely aware of eachother from working in the company, but will not know each other well. If 2 people want to apply together with a joint-backstory I am open to that.
- Tone will be between light & Grimdark; the tone of the world and story is all very dark, but I will not be running it in a full on blood & guts everything is horrible way. Gothic Horror more than Brutal horror.
- Variant Humans are allowed.

Discord link: https://discord.gg/HByrWPQ

Ovo fucked around with this message at 19:08 on Jun 8, 2018

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Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.



Emilie Teras knows nothing of her parentage, having been found in Watersdeep by an barmaid for The Flagon Dragon on the doorstep. Esmerle and her husband Oleg Teras raised Emilie as their own, although the blue skin and hair made it obvious that she was no relation. Oleg was a member of the Waterdeep City Watch, and Emilie spent her afternoons with him learning about the criminals in the city, and evenings at the Flagon Dragon watching the traveling bards.
In her teens she started playing in taverns in Waterdeep, and turning in the location of bounties to Oleg. This worked fine until Gurath Gnomesbane was able to shake off her suggestion that she was his friend. Gurath escaped after a bloody altercation with the watch.
Trouble began when Emilie decided to search for more answers to who were her parents, and why was she left in the care of Esmerle and Oleg. Soon after visiting Blackstaff Tower, Emilie decided that answers to the beginning of her life lay outside Waterdeep. Emilie traveled the Sword Coast with an acting troupe, using minor illusions to create affects for their performances. But the acting troupe disbanded in Berdusk, leaving her in need of a new job.
She signed on with the Golden Lion Mercenary Band recently, as steady pay and good companions are a boon in her quest to learn more about her bloodline.

Name: Emilie Teras
Race: Genasi
Age: 20
Height: 5'6"
Class:Bard 1
Alignment: Chaotic Good

Background: Urban Bounty Hunter
Languages: Common, Primordial

Hitpoints: 10/10
Intitiative: +0
AC:13
Speed: 30'
Passive Perception: 13
Passive Investigation: 10
Passive Insight: 13


Attributes (Modifier/Saving Throw)
STR: 10 (+0/+0)
CON: 14 (+2/+2)
DEX: 14 (+2/+4)
INT: 10 (+0/+0)
WIS: 13 (+1/+1)
CHA: 15 (+2/+4)



Skills:

Acrobatics +4
Animal Handling +1
Arcana +0
Athletics[/i] +0
Deception +2
History +0
Insight +3
Intimidation +2
Investigation +0
Medicine +1
Nature +0
Perception +3
Performance +2
Persuasion +3
Religion +0
Sleight of Hand +2
Stealth +4
Survival +1


Special Abilities:
Background:

Ear to the ground: You are in frequent contact with people in the segment of society that your chosen mark moves through.
These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society.
This connection comes in the form of a contact in any city you visit, a person who provides information about the people, places and the political standings of the local area.

Race:

Unending Breath: You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind: You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a
long rest. Constitution is your spellcasting ability for this spell.

Class:

Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within
60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.
The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails.
Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Proficiencies:
Armor: Light Armor
Weapons: Simple, Long sword, Rapier, Short Sword, Hand Crossbow
Tools: Thieves Tools, Dice Set, Hand Drum, Lute, Flute

Equipment:
- Rapier
- Entertainer's Pack
- Hand Drum
- Leather Armor
- 125 gp to spend

Personality Traits

I would rather make a new friend than a new enemy.
I'm a sucker for a sad story, sometimes I take minor bounties for free.

Ideal
Freedom. Hunting takes me all over. I don't have to be tied down to my old hometown.

Bond

Each bounty I collect brings me one step closer to the one that got away.

Flaw

Damsels, gentlemen, or other romantic interests in distress cloud my judgment.


Cantrips
- Friends
- Minor Illusion

1st level Spells
- Dissonant Whispers
- Fairie Fire
- Detect Magic
- Sleep




Mykkel fucked around with this message at 18:10 on Jun 7, 2018

Quorum
Sep 24, 2014

REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE?
Very much interested, I've never played Curse of Strahd and could get down for some GOTHIC HORROR.

Josef bugman
Nov 17, 2011

Pictured: Poster prepares to celebrate Holy Communion (probablY)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Quorum posted:

Very much interested, I've never played Curse of Strahd and could get down for some GOTHIC HORROR.

Same!

Also what time would it be running, as I am in GMT time zone.

Nephzinho
Jan 25, 2008





I never got a chance to play this either and have been looking for another PbP game.

Ovo
Dec 20, 2008

Life Rules

Josef bugman posted:

Same!

Also what time would it be running, as I am in GMT time zone.

It will be PbP so anytime, the roll20 elements will be just for mapping/combat. Players will be able to freely move around on the map and we will be doing combat as blocks (party and monsters all go as a group).

I used roll20 for a previous discord campaign I did with some friends and it worked well as I was able to proceed combat from anywhere, rather than just when I was on my home PC where I had all the maps set up.

Josef bugman
Nov 17, 2011

Pictured: Poster prepares to celebrate Holy Communion (probablY)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Sounds good!

I only have home PC for discord, because my phone is for poo poo, but will be helping.

Also how min/maxed are you wanting this to be?

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!


Evening's Last Light (Eve)



Character Sheet

At her core, Eve has one real talent. True to her nature, she always lands on her feet.

Her father, Lock On An Unlocked Door, left soon after she was born. Her mother, Drifting Snowflake, raised her with the circus she performed in. Snow often told stories of her father, how fast and strong and tough he was, the high flying leaps he would perform. But never what happened, or where he went.

Perhaps even more than Snow, the circus itself raised Eve. She learned from them all. Her mother taught her the acrobatics routines, of course. The clowns, especially Jacques, taught her to juggle, to apply makeup, and how to put up and take down tents. Dracnu Dirtnose (A svirfneblin, if you can believe that!) taught her how to clean a chicken and cook it. She learned orcish curses from Belk the strongman, how to pick pockets with a smile from the ticket takers, how to tell stories from their 'psychic hag'. Esmeralda was actually quite nice when she was sober. She learned to play the violin from the bearded lady, Jan, who claimed she was 1/16th gnoll. She learned the flute from their half-elf wolf tamer, Sardeyr. She learned to play bongos from a halfling 'cannibal', Daniel. He mostly ate the chicken Dracnu made. Tanros Firedeep, the gnomish alchemist who made all their flashpowders even taught her how to brew supposedly dwarven ale. But most of all she learned from the owner of the circus, Pivim Bronzescale, and her husband, the ringmaster Belxan.

The dragonborn couple collected misfits and lost causes, and tended them like their own children. Belxan was loud, and scary when he wanted to be, but everyone listened to the usually soft voice of Pivim. Her voice was law, if she raised it. But mostly she doted upon her flock. Pivim never said where she learned her habits, obviously from some monastery, but that did not deter the circus from following her. They performed exercises with her in the morning, joined her moment of silence before a meal.

Eve didn't realize it at first, but Pivim took a special interest in teaching her. When her mother was practicing, Pivim would teach Eve breathing exercises, how to balance, how to "dance" with punches and kicks. Eve learned to read and write, both common and another, older language on the scrolls Pivim kept in a chest in her carriage. As she grew older, Eve would spar with the other performers in their off time, learning to dodge balls and use the Belk's weight against him when he came at her with a staff. As she grew older, these exercises got harder, more dangerous. Balls turned to lit torches. Belk traded in his staff for a sword, and would pair off with Belxan and his mace to come at her from both sides. All of these lessons were enjoyable, even if most came with bruises and scrapes.

When she was 17, all fun and games stopped. They were set up outside Suzail, in Cormyr. The wolves had performed their tricks, and the main event was on. The tent was silent, quiet enough everyone heard the highwire snap. Drifting Snowflake jumped, but almost a moment too late. She got a hand on the platform. It was not enough.

Snow looked directly at Eve as she fell.

That night Eve grew up in more ways than one. Some drunk idiot tried to grab her arm after she left the tent, made a comment he shouldn't have. Eve broke his arm in 2 places, bent his thumb backwards until it almost ripped off and knocked him off his feet for good measure. Surprised at the violence within her, she ran into the nearby forest, evading the other members of the troupe with ease.

Pivim found her anyway. But not the Pivim that Eve had grown up with. She glowed with a soft inner light. Her draconic wings were covered with angelic feathers.

Pivim held Eve that night, under the trees in the forest, untouched by the rain around them, until dawn broke. Finally, she spoke, softly whispering. Told Eve that her mother was in a good place. That those who still have work left to do will eventually come back, continue their path, bring happiness and light into the world with them. That she, herself had made mistakes once. Fallen to tragedy, but she came back. Every day is about falling, and getting back up, and moving forward.

Then her voice changed. From the matronly whisper to the harsh tone of law.

Eve had injured a patron. She had broken the law of this land, and the code of the troupe. For that, she was exiled. She could gather her things, say her goodbyes, but then she was no longer welcome.

-----------------------------------

True to her nature, Eve landed on her feet. She found work as a cook on a caravan, and then another, and then another. She played her drums and told stories after meals, and it kept her mind occupied. She worked as a barmaid in Durpar for a fortnight, just to try it. Joined a ship headed to Waterdeep to try her life on the sea. That one didn't turn out so well. The fresh fish were great, the constant rolling ship was not. On the docks of Waterdeep, the Golden Lion Mercenary Band was recruiting, looking for capable men and women coming from all over.

Eve may have been on her own, but she carried the past with her. She juggled fruit or rolls for the children, did her morning exercises, kept just a moment of silence before each meal. She was used to travelling, and this was faster. She got to meet more people, learn new stories, still pick the occasional pocket. The Golden Lions paid well, and Eve knew she could handle a few bandits. She was finally starting to sleep without nightmares. The 500 gold from this job would let her relax for a while, maybe try her hand at writing a play. Everything was constantly changing, but always getting better. Tomorrow was going to be a good day. Eve just knew it.

Relentless fucked around with this message at 06:06 on Jun 7, 2018

Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Brother Sorin of the Ruby Rose, V. Human Light Cleric

At a very young age, Sorin found himself the ward of the Church of Sune. His family's stead, not far from the city of Silverymoon, had the misfortune of being near to tunnels leading up from the depths of the Underdark. Needless to say, raiders ensued. It was a small miracle that he even survived that terrible night, and a larger one that a traveling priest of Sune, Sister Cascara, happened upon the devastated farm before young Sorin died of exposure and neglect. She took him in, then, and raised him in the ways of Sune. His days were filled with beauty and love, his nights communing in prayer.

Sorin was an eager learner and soon fanned the spark of faith into a veritable blaze. Having a slightly more martial bent than many of his brothers and sisters in the faith, he was identified and trained as one of the Order of the Ruby Rose, Sune's own knightly order. It is actually this, and a vision from Sune herself, that saw Sorin join the Golden Lion Mercenary Band. When the goddess herself inspires, who would Sorin be to disagree with her infinite wisdom? And so Brother Sorin found himself faced with what would most certainly be a defining trial in his life. Barovia is little place for love and beauty, but Sorin intends to bring the light of Sune to all who dwell within.

Tricky fucked around with this message at 05:24 on Jun 7, 2018

Ovo
Dec 20, 2008

Life Rules

Josef bugman posted:

Sounds good!

I only have home PC for discord, because my phone is for poo poo, but will be helping.

Also how min/maxed are you wanting this to be?

I'm not going to be running it super hardcore requiring min/maxing as I am mostly running it as I want to run some gothic horror and have had Strahd sitting around for a long time.

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo
Interested for sure.

Nephzinho
Jan 25, 2008





Johanna



A callous half-elf Paladin from the city slums who is manically obsessed with etiquette. May or may not forego her oath and make a pact with demons in order to overcome any Curse (dipping Hexlock at 2 before going back to Paladin progression). Jo has joined up with the mercs in hopes of there being more order than with the street rats she has run with in the past, and a desire to put herself and her faith to task - something that just isn't in the cards staying in the slum.

Name: Johanna
Race: Half-Elf
Age: 24
Size: Medium (6'0")
Class: Paladin (Dipping Hexblade 1)
Alignment: Lawful Neutral

Background: Inquisitor
Languages: Common, Dwarvish, Elvish

Hit Points: 12
Initiative: +2
AC: 18
Speed: 30ft

Passive Perception: 10
Passive Investigation: 11
Passive Insight: 12

Attributes (Modifier/Saving Throw)
Strength: 13 (+1/+1)
Dexterity: 14 (+2/+2)
Constitution: 14 (+2/+2)
Intelligence: 8 (-1/-1)
Wisdom: 10 (0/0)
Charisma: 17 (+3/+5)

Skills
Acrobatics +2
Animal Handling 0
Arcana -1
Athletics +1
Deception +5
History-1
Insight +2
Intimidation +5
Investigation +1
Medicine 0
Nature -1
Perception 0
Performance +3
Persuasion +5
Religion -1
Sleight of Hand +2
Stealth +4
Survival 0

Armor Proficiency: All armour, shields
Weapon Proficiency: Simple, Martial
Tools: None

Features:
Darkvision: 60 ft.
Fey Ancestry. Advantage on charmed saves and immune to sleep magic.
Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.
Divine Sense. Within 60 ft., detect presense of undead, celestial, or fiend. Also detect consecrated or desecrated object or place (use 4 times/long rest).

Actions:
Morningstar: +3 attack, 1d8+1 piercing
Lay on Hands. You have a healing pool of 5 HPs, with it you can heal a creature or expend 5 points to cure disease or neutralize poison (use 5 times/long rest).

Equipment: +135 GP
>Chain Mail
>Morningstar
>Shield
>Explorer's Pack
>Commoners clothes
>Amulet
>Prayer Book
>Incense
>Backpack containing: Pouch, waterskin, bedroll, rations for ten days, rope, holy vestments, tinderbox, mess kit, torches

Background:
Traits: Callous, but crazy about etiquette.
Ideal: Rules are there for a reason, no matter the outcome.
Bond: Never had a family in the slums, looking for a place to belong and prove self.
Flaw: Manic, OCD, losing faith in Oath as Paladin after a live of misery.

Nephzinho fucked around with this message at 20:50 on Jun 7, 2018

Piell
Sep 3, 2006

Grey Worm's Ken doll-like groin throbbed with the anticipatory pleasure that only a slightly warm and moist piece of lemoncake could offer


Young Orc
Dwarf Barbarian and follower of Haela Brightaxe, background to come later



Piell fucked around with this message at 12:02 on Jun 7, 2018

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
I require additional D&D 5E

Depending on what apps go up first I'm putting either a Wizard or a Fighter here.

WIP: Fighter Boi it is



His Grace, Lordorim Shambastik, Dragonborn Fighter

"Overconfident? Me? I'm just certain in my abilities my good man!"

In the sleepy hinterlands of Cormyr the Shambastik Dragonborn clan have their claim firmly staked within the kingdom as scholarly adepts and noble magic users in the defense of the crown and against the forces of evil that may threaten it from within, and without. The Shambastiks are a long and storied line known for their cool disposition, their cutting wit and their strength of arms across it's many families and multiple scions and it was from this line that Lordorim Shambastik was born.

And the fact that he is a hot-headed, reckless and impatient idiot, who took to the scholastic traditions and teachings of restraint and calculation like someone attempting to hold water in a colander grated firmly on the nerves of the elders. "Smart but not clever" was a phrase directed regularly at a young Lordorim; who shirked on his lessons to practice sword fighting with the guard, neglected his studies to gamble with the young nobles of other houses in smokey backrooms and had his sights firmly set on becoming a knight of old, a chivalric paragon and great hero although perhaps with just a little leniency on his personal vices because where would the fun be in giving them all up? And so whilst his martial abilities grew respectfully well for a coddled noble, the things that the rest of his clan tried to teach him he shirked off at every chance he got.

But it was after a rather unfortunate misunderstanding that led to massive tavern brawl that spilled out into the streets on the boy's 20th birthday, that the Elders of the Shambastik clan gave up on trying to hammer into Lordorim any sort of discipline, and packed him off into the Golden Lion Mercenary band the moment he expressed interest in trying out the travelling sell-sword life. And so he was sent off, with delicately plastered smiles and a slight shameful hope that maybe the hard life of an adventurer would finally teach him the restraint he sorely lacked, hopefully without killing him of course.

Hopefully.

EDIT: Level 2 get!

Name: Lordorim Shambastik
Race: Dragonborn (Bronze)
Age: 20
Size: Medium (6'8")
Class: Fighter 1 (Going Eldritch Knight)
Alignment: Lawful Good

Background: Noble
Languages: Common, Draconic, Elven

Hit Points: 18
Initiative: +0
AC: 18
Speed: 30ft

Passive Perception: 11
Passive Investigation: 12
Passive Insight: 9

Attributes (Modifier/Saving Throw)
Strength: 17 (+3/+5)
Dexterity: 10 (+0/+0)
Constitution: 13 (+1/+3)
Intelligence: 14 (+2/+2)
Wisdom: 8 (-1/-1)
Charisma: 13 (+1/+1)

Skills
Acrobatics +0
Animal Handling -1
Arcana +2
Athletics +5
Deception +1
History +4
Insight -1
Intimidation +1
Investigation +2
Medicine -1
Nature +2
Perception +1
Performance +1
Persuasion +3
Religion +2
Sleight of Hand +0
Stealth +0
Survival -1

Armor Proficiency: All armour, shields
Weapon Proficiency: Simple, Martial
Tools: Gaming Set (Three-Dragon Ante)

Features:
>Draconic Ancestry (Dragonborn): You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage Resistance are determined by the dragon type, as shown in the table. (Bronze)

>Breath Weapon (Dragonborn): You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
-5 by 30ft Dex Save, Lightning damage.

>Damage Resistance (Dragonborn) : You have Resistance to the damage type associated with your draconic ancestry (Lightning).

>Fighting style (Fighter): You adopt a particular style of fighting as your specialty.
-Dueling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

>Second Wind (Fighter): You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or Long Rest before you can use it again.

>Action Surge (Fighter): Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

>Position of Privilege (Noble): Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Equipment: +85 GP
>Chain Mail
>Longsword
>Shield
>Two Handaxes
>Explorer's Pack
>A set of fine clothes
>A signet ring
>A degree of pedegree
>A purse containing 25GP
>A Three-Dragon Ante set (1GP)
>Diplomat's Kit (39 GP)

Background:
Traits: No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideal: Independence. I must prove that I can handle myself without the coddling of my family.
Bond: I will face any challenge to win the approval of my family.
Flaw: By my words and actions, I often bring shame to my family.

TheNabster fucked around with this message at 21:27 on Jul 9, 2018

Wahad
May 19, 2011

There is no escape.


Hello there. I am the one called "Skinny". So called for, well, my less than stocky body. Some have called me Erevan, but I like Skinny. It suits me. Yes, I am a Firbolg. Quite far from home, at that. But the Golden Lions have been very welcoming, and for that, I am grateful. If you have a moment, I will share a story. But forgive me, in advance. My kind does not talk quickly, like the halflings and gnomes. It may take a while. Sit by the fire. Share of my drink.

My story begins far, far from here. My clan was small, perhaps twenty in total, but we made our way through the currents of life well enough. We lived a peaceful life, far from the other races - though we had the occasional contact with a small druidic circle, with whom our elders communed. I was one of our scouts, following the herds as they migrated across the land, and leading us in their tracks. Life was simple. I enjoyed it that way.

And then, one of our elders came to me, as I returned to our camp after my nightwatch. She said an omen had come to her, and that I needed to see it for myself. We entered the dream world, and she guided me on a vision quest. I shall spare you the details of what I saw; it was rather gruesome. In short, there was a great trouble coming to the world, and the dead would rise in great amounts. I was rather shaken by this, as you might expect, and I asked my elder what this meant. She explained that I would have to leave home, and put a stop to this great evil; Otherwise, not just the clan, but all Firbolgs and other races would be in danger. I asked her how - I was an adequate archer, yes, but certainly not outstanding.

She said that I would find others - not Firbolg, but chosen of their own races, as all races were in danger. These people would help me. It was not a prospect I looked forward to; but my personal distastes would have to be set aside for the good of the world, it seemed. So I set out, after saying my goodbyes.

It has been four years since. I still have not found this great evil, and I'm beginning to wonder if I ever will. How I found myself with this mercenary band, you ask? Well, that was a little bit of a fortunate circumstance. I had become trapped in a cave after seeking shelter there, not knowing it was a hideout for bandits - who had soon after come out from a secret passage and taken me hostage, thinking me a bounty hunter of sorts. The Golden Lions rescued me a bit by accident, you see, after they had gotten a missive from a nearby town to defeat these bandits.

As a rule, I have little faith in the younger races. But I am not so foolish as to not recognize a debt when I need one. So I offered my services to the Lions, thinking that perhaps, in their company, I might encounter this evil when it rises. Yet here we are. A year later. Most of what we've encountered are other bandits, and sometimes a rogue wolf. I serve much the same role here as I did with my clan - a watchman and a tracker - so it feels familiar, in a way; but still, I keep watch for the evil that might rise. It haunts my dreams at night.

But part of me doubts I might ever find it.

quote:

Name: Erevan, aka "Skinny"
Race: Firbolg
Age: 32
Size: Medium (7'7")
Class: Ranger 1
Alignment: Neutral Good

Background: Outlander
Languages: Common, Elvish, Giant, Sylvan, Orc

Hit Points: 12
Initiative: +2
AC: 16
Speed: 30ft

Passive Perception: 13
Passive Investigation: 11
Passive Insight: 13

Attributes (Modifier/Saving Throw)
Strength: 13 (+1/+3)
Dexterity: 15 (+2/+4)
Constitution: 14 (+2/+2)
Intelligence: 8 (-1/-1)
Wisdom: 16 (+3/+3)
Charisma: 8 (-1/-1)

Skills
Acrobatics +2
Animal Handling +5
Arcana -1
Athletics +3
Deception -1
History -1
Insight +3
Intimidation -1
Investigation +1
Medicine +3
Nature -1
Perception +3
Performance -1
Persuasion -1
Religion -1
Sleight of Hand +2
Stealth +2
Survival +5

Armor Proficiency: Light, Medium, Shields
Weapon Proficiency: Simple, Martial
Tools: Flute

Features:
- Favored Enemy (Undead): +2 to weapon attacks, advantage on Wisdom (Survival) and Intelligence checks to track and recall knowledge, one language of choice.
- Natural Explorer: Ignore difficult terrain, advantage on initiative, advantage on attacks against creatures that haven't acted on the first turn of combat. Additional benefits when traveling for an hour or more.
- Firbolg Magic: Cast either Detect Magic or Disguise Self with Wis, once per rest. Disguise Self allows for smaller heights.
- Hidden Step: Bonus action to turn invisible USONT or until you make an attack, make a damage roll, or force a saving throw. Once per rest.
- Powerful Build: Count as one size larger to determine carrying weight and push/drag/lift weight.
- Speech of Beast and Leaf: Can communicate with beasts and plants, who understand you, but you can't understand them in return. Advantage on all Charisma checks to influence beasts and plants.

Equipment:
- Scale Mail
- Longbow
- 120 arrows
- Shortsword (2)
- Dungeoneer's Pack
- Staff
- Hunting Trap
- Traveler's Clothes
- Trophy (Snake-skin belt)
- Flute
- 128gp

Background:
Traits: I watch over my friends as if they were a litter of newborn pups. / I am always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
Bond: I suffer awful visions of a coming disaster and will do anything to prevent it.
Flaw: I am slow to trust members of other races, tribes, and societies.

Wahad fucked around with this message at 09:09 on Jun 7, 2018

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
Mokrul Verdant Allweather [Rogue (1) > Forge Cleric (9)]


Background -- Part I -- The elephant in the room.
We've just met. You've taken one look at me, and then another. I don't need magic to be able to read your mind... 'what the hell is he'? The ears say yes, but the eyes say no. Maybe the other way around depending on who you are. Look, I get it, it's only natural. I'll do you a solid, and won't dance around the issue. One side of the family tree is elvish, hence the ears, and the fact that there isn't a four foot size difference between us. The other side of the family tree is ...goblin. Hence the eyes, and the skin tone. Look, it is what it is, okay? Try not to get too caught up in it.

Background -- Part II -- Of gold, lions and maidens.
The Golden Lion mercenary band. Catchy name, isn't it? Do you want to guess what they're interested in? I'll give you a hint. It's gold. Do you want to take a wild guess as to which religion, in particular, tends to be held in high regard by a fair number of its members? I'll give you another hint, there's gold in the name. The Golden Lady. Our Lady of Gold. The Coinmaiden. Take your pick. When you're a mercenary, what matters more than anything else? People honoring their god drat deals. Commerce. Also known as? Waukeen. Her portfolio includes everything related to commerce and the accumulation of wealth through free and fair trade, as well as the beneficial use of wealth to improve civilization. It helps that she is also the goddess of ...illicit... trade, and the patron of many smugglers, fencers, black marketeers, and "businessmen" of various shades. Mercenary work tends to have you play on both sides of the fence. An understanding goddess is a nice thing to have up your sleeve.

Background -- Part III -- My business card reads "Logistic Supply Specialist"
There's where I come in. Inquisitor by trade, though more of a banker and contract maker than a religious zealot. I handle the logistics for my squad, ordering the materials we need and ensuring everything is delivered on time and up to our standards. I'm also, technically, a contractor for the church of Waukeen. I get paid a finder's fee for ferreting out people who break their contracts, produce counterfeit coins, or generally impede the free flow of commerce. Basically, if you're an rear end in a top hat, it's my job to let people know. Broad strokes? I'm interested in improving civilization, but I need the know-how and money to make that happen. Turns out being a mercenary is a good way to make both of those things happen. The money is good, obviously. Hazard pay and all that.

More importantly, though? The Golden Lions travel the world, and they get to see how other people live. Most of its members don't take much note, but I sure as hell do. I've been keeping notes on how people live, and what keeps them going. Waterwheels, aqueducts, walls, bridges, tunnels. Individually they don't mean poo poo, but if you put them all together, what do you get? Power. If you know how poo poo works, you can build a better world. Or lord it over people. Or both, whatever -- that's just business. The adventuring life is pretty kind for that sort of innovative knowledge in general -- you'd be surprised what you can learn from a warren of kobolds. What can I say? My passion is infrastructure, okay?
pre:
------------------------------------------------------------------------------------------------------------------------------
Name:		Mokrul Verdant Allweather			Alignment:	Chaotic Good
Race:		Half-elf / Half-goblin				Background:	Free Trade Inquisitor (Waukeen)
Class:		Rogue (1)					Size:		Medium

STR		14 (+2)	[13 base + 1 racial]	[5]		INT		14 (+2)	[13 base + 1 racial]	[5]
DEX		14 (+2)	[14 base]		[7]		WIS		14 (+2)	[14 base]		[7]
CON		10 (+0)	[10 base]		[2]		CHA		10 (+0)	[ 8 base + 2 racial]	[0]

HP		 8 /  8	[ 8 rogue + 0 ability]			AC		13	[ 2 ability + 0 shield + 11 armor]
Speed		30'	[30 racial]				Initiative	+2	[ 2 ability]
------------------------------------------------------------------------------------------------------------------------------
Special abilities:
  Background:	Legal authority
		• As an inquisitor of the church, you have the authority to arrest criminals.
		  In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing.
		  If you abuse this power, however, your superiors in the church might strip it from you.

  Race:		• Darkvision
		You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it
		were dim light.  You can’t discern color in darkness, only shades of gray.

		• Fey ancestry
		You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

  Class:	• Rogue (Lv. 1)
		Sneak attack +1d6
------------------------------------------------------------------------------------------------------------------------------
Skills:
Athletics		+ 2		---		STR	[0 proficiency + 2 ability]
Acrobatics		+ 2		---		DEX	[0 proficiency + 2 ability]
Sleight of hand		+ 2		---		DEX	[0 proficiency + 2 ability]
Stealth			+ 4		Rogue		DEX	[2 proficiency + 2 ability]
Knowledge
   (arcana)		+ 4		Background	INT	[2 proficiency + 2 ability]
   (history)		+ 4		Half-elf	INT	[2 proficiency + 2 ability]
   (investigation)	+ 6		Rogue		INT	[2 proficiency + 2 ability + 2 expertise]
   (nature)		+ 4		Half-elf	INT	[2 proficiency + 2 ability]
   (religion)		+ 4		Background	INT	[2 proficiency + 2 ability]
Animal handling		+ 2		---		WIS	[0 proficiency + 2 ability]
Insight			+ 4		Rogue		WIS	[2 proficiency + 2 ability]
Medicine		+ 2		---		WIS	[0 proficiency + 2 ability]
Perception		+ 6		Rogue		WIS	[2 proficiency + 2 ability + 2 expertise]
Survival		+ 2		---		WIS	[0 proficiency + 2 ability]
Deception		---		---		CHA	[0 proficiency + 0 ability]
Intimidation		---		---		CHA	[0 proficiency + 0 ability]
Performance		---		---		CHA	[0 proficiency + 0 ability]
Persuasion		---		---		CHA	[0 proficiency + 0 ability]

Equipment:
Arms			Simple / Rogue				[Rogue]
Armor			Light					[Rogue]
Tools			Thieves' tools				[Rogue]
			Mason's tools				[Background]
			Carpenter's tools			[Background]

Languages:		Common / Elven / Draconic		[Half-elf]
			Thieves' cant				[Rogue]

Saves:
Strength		+ 2		---			[0 proficiency + 2 ability]
Dexterity		+ 4		Rogue			[2 proficiency + 2 ability]
Constitution		---		---			[0 proficiency + 0 ability]
Intelligence		+ 4		Rogue			[2 proficiency + 2 ability]
Wisdom			+ 2		---			[0 proficiency + 2 ability]
Charisma		---		---			[0 proficiency + 0 ability]
------------------------------------------------------------------------------------------------------------------------------
Inventory:
  Background
    a holy symbol
    a set of traveler’s clothes
    a belt pouch containing 15 gp (plus 125 gp in bonus gold)

  Class
    a rapier
    a shortbow and quiver of 20 arrows
    a burglar’s pack
    Leather armor
    Dagger (x2)
    Thieves’ tools

  Purchases
7.52/ 140    gp		remaining
      [10    gp]	Calligrapher's supplies		  5 lb.
      [ 8    gp]	Carpenter’s tools		  6 lb.
      [15    gp]	Cartographer’s tools		  6 lb.
      [ 5    gp]	Cobbler’s tools			  5 lb.
      [ 1    gp]	Cook’s utensils			  8 lb.
      [25    gp]	Jeweler’s tools			  2 lb.
      [ 5    gp]	Leatherworker’s tools		  5 lb.
      [10    gp]	Mason’s tools			  8 lb.
      [10    gp]	Painter’s supplies		  5 lb.
      [10    gp]	Potter’s tools			  3 lb.
      [20    gp]	Smith’s tools			  8 lb.
      [ 1    gp]	Weaver’s tools			  5 lb.
      [ 1    gp]	Woodcarver's tools		  5 lb.
      [ 2    gp]	Barrel				 70 lbs.
      [ 1    gp]	Animal feed (x20)		200 lbs.
      [ 0.40 gp]	Chickens (x20)			 -- lbs.
      [ 0.01 gp]	Wheat				  1 lb.
      [ 0.02 gp]   	Flour				  1 lb.
      [ 0.05 gp]	Salt				  1 lb.
      [ 1 gp]		Ginger				  1 lb.
      [ 2 gp]		Cinnamon			  1 lb.
      [ 2 gp]		Pepper				  1 lb.
      [ 3 gp]		Cloves				  1 lb.
------------------------------------------------------------------------------------------------------------------------------

Waador fucked around with this message at 04:21 on Jun 14, 2018

Epicurius
Apr 10, 2010
College Slice



As a rule, forest gnomes aren't generally known for their adventurous natures. While not unfriendly, they generally like to be left alone by the big folk, and tend to be shy around strangers. Then there's Gerbo. Born in a village in the Great Dale, he was always curious, eager to know everything there was to know. "There's Rock Gnome blood in him...in the whole family", some of the elders said, referring to the forest gnomes' more gregarious, curious cousins, and while there was no genealogical evidence there was true, there was no doubt that Gerbo was odd. He was...reckless, was maybe the best word, and while he never meant any harm, that didn't change the fact that he was, unintentionally, of course, often a force of destruction.

So while the village was sad, of course, when Gerbo set off to learn about the world, some of its members were also relieved, and the other villagers didn't try too hard to get him to stay. Gerbo was off, deciding that if his fellow villagers wouldn't go out to the outside world, he'd bring it to them, collecting stories and observations from all over. He managed to get himself apprenticed to a wizard, serving first as his secretary, and later being initiated into the arcane arts himself. At the same time, while Gerbo found the magical research fascinating, he wasn't content to spend his life in a laboratory. Believing the claim that joining the army would let you see the world, he signed up with the Golden Lion Mercenary Band, who took him because a wizard is a wizard.

Name: Gerbo Winklebottom
Race: Forest Gnome
Age: 70
Size: Small
Class: Wizard
Alignment: Lawful Good

Background: Sage
Languages: Common, Gnomish, Elvish, Dwarfen

Hit Points: 8
Initiative: +2
AC: 12
Speed: 25 ft

Passive Perception: 11
Passive Investigation: 15
Passive Insight: 11

Attributes (Modifier/Saving Throw)
Strength: 10 (+0/+0)
Dexterity: 14 (+2/+2)
Constitution: 14 (+2/+2)
Intelligence: 16 (+3/+5)
Wisdom: 12 (+1/+3)
Charisma: 10 (+0/+0)

Skills
Acrobatics 2
Animal Handling 1
Arcana 5
Athletics 0
Deception 0
History 5
Insight 3
Intimidation 0
Investigation 5
Medicine 1
Nature 3
Perception 1
Performance 0
Persuasion 0
Religion 3
Sleight of Hand 2
Stealth 2
Survival 1

Armor Proficiency: None
Weapon Proficiency: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools:

Features:

Darkvision
Gnome Cunning (Saving Throw Advantage vs Magic)
Natural Illusionist (Know Minor Illusion cantrip)
Speak with Small Beasts (Can...speak with small beasts)

Spells known:

Cantrips: Minor Illusion, Fire Bolt, Prestidigitation, Infestation
Level 1: Grease, Tasha's Hideous Laughter, Sleep, Protection from Evil and Good, Ray of Sickness, Silent Image

Equipment:
- Dagger
- Arcane Focus
- Scholar's Pack
- Spellbook
- Bottle of Ink and Quill
- Small Knife
- Letter With a question I can't answer
- Set of Common Clothes
- 135 gp
-
-

Background:
Traits: There's no point in taking life too seriously. I won't let people hurt the people or things I care about
Ideal: Knowledge-"The world is the biggest trick of all! I need to find out how it's done"
Bond: My village is counting on me to tell them what the world is like. I need to make sure I have things to tell them.
Flaw: You like to hide during a fight. "You go ahead. I'll...stay back and provide support."

Epicurius fucked around with this message at 01:42 on Jun 12, 2018

Silynt
Sep 21, 2009
Interest post, will check back in with a character after seeing what else is put up. Looking at it right now I'm thinking Swords Bard

Edit: Saw that the first responder updated with their post a Bard app, so I decided to make a Divine Soul Sorcerer instead:

Edit2: I decided to make a few spell selection changes, so I uploaded a corrected Character Sheet

Edith "Edie" Twim - click for character sheet



Edie Twim had a simple life, and a simple future. Living in Calder’s Run, a small hamlet several days outside of Waterdeep, Edie was the daughter of a local woodcarver. Calder’s Run was a very quiet community, its principal export being the lumber from the Forest to the east, and Edie’s life there quieter than most; she was promised to marry Jon, the innkeeper’s son, and was excited for their life together. But then the bandits came.

Like most frontier girls, Edie could take care of herself – She can track game through the forest and then use a crossbow to bring it down. She was on her way back from one such hunting trip with a clutch of rabbits for herself and her father when she smelled the smoke. Stumbling through the darkening twilight, she saw huge flames burning throughout the village and many still bodies on the ground. Rushing into the smoke billowing from her home, she found her father on the ground, a vicious wound on his head. Dragging him safely away from the flames, Edie pounded repeatedly on her father’s chest in an attempt to revive him, to no avail. Lying atop his still body, tears flowing from her eyes, Edie felt totally helpless.

Suddenly, she felt a tugging from somewhere deep inside of her. Reaching out a hand, guided by some instinct that she didn’t even understand, Edie gently touched the wound on her father’s head. With a flash of golden light, the wound rapidly closed, and he sat up with a gasp. Laughing with tears in her eyes, Edie knew what she had to do. Racing through the town, Edie found many of her neighbors were struggling on death’s door. With a touch of her hand and a soothing word, dozens of the dying around her were spared. When the injured returned to consciousness, they asked her, “Which God has blessed us? We want to thank them with prayer”. Edie could only shake her head, because she knew the truth – There was no divine blessing. The power had come from within herself.

“The Savior of the Run” knew that she had found her calling. This ability, this gift of healing, needed to be shared with the people; Edie knew that she was needed in more places than just Calder’s Run. So she began to travel the Sword Coast, crossbow in hand, ready to help whoever was in need. In one village, she found no need – the village had been saved from bandits before they could attack by the Golden Lion Mercenaries. Seeing a chance to take her gifts to a wider stage, Edie immediately signed on as a temporary recruit, excited to travel the world and protect the little people who can’t protect themselves. Now, several months later, Edie finds herself in the back of a wagon bound for Barovia. Hopefully there will be no need for her gifts, but she is ready for whatever she finds.

Silynt fucked around with this message at 00:22 on Jun 9, 2018

Quorum
Sep 24, 2014

REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE?

Sergeant Elayne deWytte

Once a rising star in the City Watch of Waterdeep, young Elayne deWytte swiftly learned that in the big city, it doesn't matter what you know, it matters who you know. Though among the finest combat officers of her class, Elayne was passed over for Apprentice-Captain. Though adept at coaxing information from suspects in exercises, she was not admitted to a coveted place as an Investigator. Time and time again she was ignored for promotion in favor of other, less qualified, more wealthy or connected officers. Worst of all, she made the dire mistake of complaining to her superiors, and-- coincidentally of course-- was attached to the least prestigious of all the Watch's departments: the Night Watch. Dumping ground for rejects from the more glorious shifts.

But the Night Watch did have one key expertise the Day, Palace, and Market Watches did not: expertise at dealing with the things that went bump in the night. For even in Waterdeep, bustling metropolis that it was, quite a lot of things went bump in the night. And so Elayne rose up the ranks of the Night Watch, first to Corporal, then to Sergeant, all the while dealing with the sort of crime that those pulp pamphlets don't like to talk about. Robberies committed by ghosts. Murders committed by ghouls and zombies. Cultist activity. It was enough to turn a woman's hair white. And so it did, year by painstaking year, but Elayne was good at this work, good enough that she kept her job through all the budget cuts and boom times alike.

Until she happened to catch a werewolf who turned out to be the son of one of the Waterlords. Awkward. Awkward enough that questions were asked. Awkward enough that resignations were required.

And so Elayne deWytte left Waterdeep, with strict instructions not to return, at least not for long enough to be noticed. Well and good. But the set of skills she'd developed over quite a long career were only useful for so many things. As it happened, mercenary work was one of them, and the Golden Lion Band was hiring. Simple work, they said, dealing with the simple problems of simple folk. That was fine, she said. Simple problems of simple folk were her specialty. As long as they bled when stabbed, and sometimes even when not. Badges are just metal, after all. The words on that badge, sure, nobody ever really took them seriously, but Elayne had said them enough to herself that they'd started to matter, at least to her.

Protect and Serve, oh, sure. At least as long as you're getting paid, and you've got a squad you can count on.

pre:
Name: Elayne deWytte
Class: Paladin (Devotion, intended)
Race: Human (Variant)
Age: 49
Size: Medium
Alignment: Lawful Good

Background: City Watch
Languages: Common, Undercommon, Celestial, Infernal

Hit Points: 20/20
Initiative: -1
AC: 16 (18 with shield)
Speed: 30'

Passive Perception: 14
Passive Investigation: 10
Passive Insight: 14

Attributes (Modifier/Saving Throw):
STR	16 (+3/+3)
DEX	8 (-1/-1)
CON	14 (+2/+2)
INT	8 (-1/-1)
WIS	14 (+2/+4)
CHA	14 (+2/+4)

Skills:
Acrobatics -1
Animal Handling +2
Arcana -1
Athletics +5
Deception +2
History -1
Insight +4
Intimidation +4
Investigation -1
Medicine +2
Nature -1
Perception +4
Performance +2
Persuasion +4
Religion -1
Sleight of Hand -1
Stealth -1
Survival +2

Armor Proficiency: L/M/H/Shields
Weapon Proficiency: Simple/Martial
Tools: none

Feats:
Polearm Master: 
	* When you Attack with a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end 
           of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon’s damage die for this attack is a d4, 
           and the attack deals bludgeoning damage.
        * While you are wielding a polearm, other creatures provoke an opportunity attack from you when they enter the reach you have with 
           that weapon.

Features:
Divine Sense: As an action, you can know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. 
You know the type, but not their specific identity. You can use this feature 1+CHA times per long rest.
Lay on Hands: As an action, you can touch a creature and draw power from your healing pool to restore hit points to your target. Your pool has 
Paladin Level x5 (5) hit points. Alternatively, expend 5 points to cure a poison or disease.
Fighting Style (Dueling): +2 damage on weapon attacks when using one 1-handed weapon.
Divine Smite: When you hit with a melee weapon attack, you can expend a spell slot to deal 1d8+1d8/spell level radiant damage. Deal 1d8
additional radiant damage to fiends and undead.

Spells:
First Level (2 slots):
        * Compelled Duel: One creature that you can see must make a Wisdom save or face penalties when attacking anyone other than you.
        * Divine Favor: Your weapon attacks deal +1d4 radiant damage for one minute.
        * Command: One creature that you can see must make a Wisdom save or follow a one-word command on its next turn.

Equipment:
Worn:
        Chain mail (AC 16)
        Old but well-polished silver badge (holy symbol)
Slung on back:
        Halberd (1d10 slashing, heavy, reach, two-handed)
        Battered riot staff (1d6 bludgeoning, versatile (1d8), refluffed quarterstaff)
        Shield (AC +2)
Equipment belt, containing:
        Signal horn
        Potion of healing, 1 flask
        Holy water, 1 flask
Backpack, containing:
	bedroll
	mess kit
	tinderbox
	torches x10
	rations x10 days
	waterskin
	50 ft rope
        well-worn manacles
        healer's kit
        battered logbook
        pen and ink

Traits:
Personality: Dear, I've seen some poo poo. It takes a lot to flap me. But when something does, you'd better duck.
Ideal: Not everyone can fight. Those who can should do so to protect those who can't.
Bond: I have no blood family, not anymore, so those who fight beside me I adopt as my own. Trifle with them at your peril.
Flaw: I drink to forget some of the things I've seen. Unfortunately, these days the drink doesn't always do the trick...

Quorum fucked around with this message at 20:08 on Jul 9, 2018

bowmore
Oct 6, 2008



Lipstick Apathy
Cas Anvar

hey! you can call me Cas, wanna play some dice? I found them last night....:)



Cas grew up on the streets until they were taken in by a local innkeeper to entertain the patrons. Cas had a habit of getting more tips than you'd normally get out of a regular customer. One night Cas went a little bit too far with some (unbeknownst to Cas) gangsters from out of town, the dice were rolling Cas's way all night. The gangsters pulled a knife and stabbed Cas in the arm - this awoke Cas's arcane power. The air filled with the smell of burning copper and brass as a bolt of fire shot from Cas's hand through the neck of the gangster, melting a hole through to the spine. The rest of the gangsters fled swearing a return visit.

Cas and Jay (the innkeeper) decided that it was best if Cas fled the small town, but having no money Cas decided joining the Golden Lion mercenary band would be good to gain some money for travel, protection and to hone the newly awakened arcane talent. Little did Cas know that they would come to like being a Golden Lion and stick around for quite a while...



Chaotic Neutral but likely to choose the good path

When Cas casts spells the air smells faintly of melting copper and brass, likely from their arcane heritage

Spell DC 13

Cantrips

Fire Bolt, Mage Hand, Prestidigitation, Ray of Frost

Level 1

Shield, Sleep

Ryuujin
Sep 26, 2007
Dragon God

Draven Pridesong

The Pridesong family has a long and storied military history. Draven's father was a soldier, his father's father was a soldier, and so on for quite some time. Draven was taught the sword at a young age, practicing against straw dummies early on, sparring with his father, and when he was old enough he was sent to a military academy to further hone his skills. He spent a few years there and graduated with honors. He went on to join his Lord's army and spent the next ten years making something of a name for himself. He rose to Sergeant and left the unit on good terms.

Still strong and hardy, and feeling young enough he didn't quite want to give up his life of combat. He spent a little time adventuring, saving people and killing monsters before he came across the Golden Lion Mercenary Band. He interacted with them a few times and found that he liked their style, so he joined up. He spent the last few years working with them, though much of the work wasn't as exciting as he may have liked. But then there was news of this newest job, fairly well paying. Travel to some Boravia that he had never heard of. And fighting a monster? Of course it could be something simple and have simply been blown out of proportion. But it sounds like it could be interesting.

pre:
Name: Draven Pridesong
Race: Human (Variant)
Age: 35
Size: Medium (6'6")
Class: Fighter 1 (eventually Brute)
Alignment: Neutral Good

Background: Soldier
Languages: Common, Elvish

Hit Points: 13
Initiative: -1
AC: 17(18 when dual wielding)
Speed: 30

Passive Perception: 13
Passive Investigation: 10
Passive Insight: 13

Attributes (Modifier/Saving Throw)
Strength: 16 (+3/+5)
Dexterity: 08 (-1/-1)
Constitution: 16 (+3/+5)
Intelligence: 10 (+0/+0)
Wisdom: 12 (+1/+1)
Charisma: 10 (+0/+0)

Skills (Proficiency Bolded)
Acrobatics -1
Animal Handling +1
Arcana +0
Athletics +5
Deception +0
History +0
Insight +3
Intimidation +1
Investigation +0
Medicine +1
Nature +0
Perception +3
Performance +0
Persuasion +0
Religion +0
Sleight of Hand -1
Stealth -1
Survival +3

Armor Proficiency: All
Weapon Proficiency: All
Tools: Dices, Vehicles (Land)

Features:
Ability Score Increase: Two different ability scores of your choice increase by 1.
Languages: You can speak, read, and write Common and one other.
Fighting Style: Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You adopt a particular style of fighting as your specialty. Choose one of the following options. 
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Second Wind:  You have a limited well of stamina that you can draw on to protect yourself from harm. 
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use 
this feature, you must finish a short or long rest before you can use it again.

Feats:
Dual Wielder: You master fighting with two weapons, gaining the following benefits:
—You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
—You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
—You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Equipment:

Backpack 
Longsword
Longsword
Bedroll
Splint
Clothes, Common
Handaxe
Handaxe
Mess Kit
Rations (1 day) 10
Rope, Hempen (50 feet)
Tinderbox
Torch 10
Waterskin
10 gp

Background: Soldier

Traits: I face problems head-on. A simple, direct solution is the best path to success.
Ideal: Greater Good. Our lot is to lay down our lives in defense of others. (Good)
Bond: I would still lay down my life for the people I served with.
Flaw: I have little respect for anyone who is not a proven warrior.

Ryuujin fucked around with this message at 22:07 on Jun 7, 2018

Mr. Humalong
May 7, 2007


Calidanea

I've prepared for this my entire life. A decade and a half training with the Infinite Eye and now here I am, on my own, carrying out a mission. I have been tasked with joining this mercenary company, the Golden Lion, and completing any jobs I can find through them. The purpose of this mission is unclear to me now, but I am sure I will understand everything soon. Besides, I have all the training and skills to be a mercenary and I was told I could keep 10% of my payments for myself. The rest is to be donated wherever I deem it most suitable.

I guess I should explain the Infinite Eye. We're worshipers of Savras, the god of Divination and Fate. Specifically, we serve him by hunting down those who would misuse magic to excessively alter fate. Use magic to murder dozens? Turn yourself into a lich? Charm fifteen people into loving and serving you eternally? We get deployed to find you and reset the course of fate. At least, that's the general idea. I don't know a lot of the finer details, I'm only an acolyte. I'm given orders and I carry them out.

But I digress. The order has existed for decades and we have managed to keep Savras's vision mostly intact. Carrying out this mission can only help continue that directive. I must not fail.

(planning to go Shadow monk, be a dedicated mage killer)

Mr. Humalong fucked around with this message at 07:45 on Jun 11, 2018

Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants

Leshíl

Leshíl's parents lived in servitude to a vicious warlord who used them as spies and assassins to ferret out any dissent(real or perceived) in his territory. Leshíl was trained from a young age to be just like his parents, and once he turned 18 he was given his first assignment. He spent 5 years slaying on the warlords orders before it became too much for him. Though he knew if he fled his parents would be punished in reprisal he could no longer stomach the life he was living. He managed to escape the warlords lands and eventually ended up in Waterdeep.

In Waterdeep his skills at breaking and entering and sleight of hand kept him in enough coin to survive. Cheating at cards, lifting coin-purses, and talking his way out of trouble, he eked out a day to day living. A few years into this new life one of his only friends, a Dragonborn bartender named Vreks who would help him fence goods, encouraged Leshíl to try joining up with the Golden Lions. Though more violent than petty thievery, it was also a more legitimate enterprise and maybe he'd even get to do some good for other people and make up for abandoning his parents. His combat skills came quickly back to him and he did a couple successful jobs dealing with bandits and wild animals. Hearing about a new job in a distant land he decided he was ready to move fully into this new life and purchased a new armor and some custom blades. They resembled punching daggers but with part of the blade extending back along his arm in a winglike shape to the elbow. With these weapons, adapted for his skills, he felt capable of facing any monster that may come.


pre:
Name: Leshíl
Class: Rogue (Swashbuckler, intended)
Race: Half Elf
Age: 26
Size: Medium
Alignment: Chaotic Neutral

Background: Criminal
Languages: Undercommon, Common, Elvish

Hit Points: 8/8
Initiative: +3
AC: 15
Speed: 30'

Passive Perception: 12
Passive Investigation: 14
Passive Insight: 10

Attributes (Modifier/Saving Throw):
STR    10 (+0/+0)
DEX    16 (+3/+5)
CON    10 (+0/+0)
INT    14 (+2/+4)
WIS    10 (+0/+0)
CHA    16 (+3/+3)

Skills:
Acrobatics +5
Animal Handling +0
Arcana +2
Athletics +0
Deception +5
History +2
Insight +0
Intimidation +3
Investigation +4
Medicine +0
Nature +2
Perception +2
Performance +5
Persuasion +5
Religion +2
Sleight of Hand +7
Stealth +5
Survival +0

Armor Proficiency: Light
Weapon Proficiency: Simple, Hand Crossbow, Longsword, Shortsword, Rapier
Tools: Thieves Tools, Playing Card Set, Disguise Kit

Features:
Expertise: Sleight of Hand, Thieves Tools
Sneak Attack: 1d6
Thieves Cant
Darkvision
Fey Ancestry


Equipment:
2 Winged Blades (Reskinned Shortswords, 1d6 piercing, finesse, light)
2 Daggers (1d4 piercing)
Light Crossbow with 20 Bolts in a Case (1d8 piercing)
Studded Leather
Backpack, containing:
- Ball Bearings (bag of 1,000) (1000)
- Bell
- Candle
- Clothes, Common
- Crowbar (2)
- Flask or Tankard
- Grappling Hook
- Hammer
- Lantern, Hooded
- Oil (flask) (2)
- Piton (10)
- Potion of Healing
- Rations (1 day) (5)
- Rope, Hempen (50 feet)
- Tinderbox
- Waterskin
- Playing Card Set
- Thieves' Tools
- String (10)



Traits:
Personality: (1)The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. 
(2)I am quick with a joke to hide my true feelings. 
Ideal: Redemption. In my past I was a selfish coward, one day I will make up for that weakness. 
Bond: I was a trained assassin for a vicious warlord, before I escaped, leaving my family behind. 
Flaw: I turn tail and run when things look bad.

professor_curly
Mar 4, 2016

There he is!

Noroco "Roc" Olvir
The Shadow-Sorcerer

Maybe it had been lucky that the local wizarding school was a bit... unusual. The family had ties back to nobility, but so far back as to be more or less irrelevant - for Noroco Olvir, there was no chance of paying the full tuition for one of the major wizarding schools or bard colleges. But there happened to be a wizard of good reputation near his little village in Cormyr, who would take on apprentices for nominal fees. His mother and father, having watched the young Noroco display aptitude for the arcane from a young age, dutifully saved their earnings and lived sparingly for many years to afford the "tuition."

This is not to imply that Master Mustrum was a bad wizard. He was quite a good wizard, in that he had survived for many decades despite dozens of different attacks, catastrophes and calamities. However, from an orthodox arcane perspective, Master Mustrum was a very unorthodox man. Whereas the young Noroco was expecting a life of tedium, endless books and intense study he was instead thrust into the home of a madman with a penchant for crossbows, physical activity and good old fashioned survival skills.

"Well of course you could start the fire with magic, but what if you couldn't? What then? Then you freeze to death in the rain, that's what then." was one lesson.

Master Mustrum was a firm believer in not being a typical wizard, because typical wizards got themselves killed distressingly often. Thus, after many years of study, Noroco wasn't really much more of a wizard than when he had started but he had learned how to hunt, how to skulk about and run a few cons on the local peasantry. With that sort of skillset Noroco could hardly become the resident mage for some village, but when the Golden Lion Company came marching through it seemed as good an idea as any.

The company, for its part, was happy enough to have any sort of wizardling in its number. Sure he couldn't throw exploding balls of fire or call down lightning from the sky, but he had a good hand with his crossbow, he the best drat cook the mercenaries had ever had and more than anything else the boy was Lucky. Noroco had expected to stay on for a single tour, but that grew into two, then three - he adapted to the lifestyle well, and he got to see Faerun. He made some friends in the company as well. Nothing too close, but enough not to feel lonely and they looked out for strange, eccentric young man.

Over his years in the company he even invested his gold back into band. He bought his own wagon and a sturdy pony, Horace, to pull it. Noroco had a small side business within the company, taking silver and copper for the other soldiers to store equipment they didn't want to carry. It also allowed him a bit of cover and a place to read and study on his own. That's when the letter came.

A very fancy document - a hint of magic in it too, to protect it from the rain and the weather. A summons from the Old Family in Barovia.. There had been some sort of tragedy - and now he was the Earl of Berez, a township there. All he had to do was arrive and claim his inheritance, fulfilling the conditions of the will. At about the same time the call came up for volunteers to travel out to Barovia for some sort of monster hunting mission. Noroco had always been lucky - maybe this was his chance...

pre:
Name: Noroco "Roc" Olvir
Race: Human (Variant)
Age: 26
Size: Medium (5'11'')
Class: Shadow Sorcerer
Alignment: Neutral Good

Background: Inheritor
Languages: Abyssal, Celestial, Common

Hit Points: 8
Initiative: +2
AC: 18
Speed: 30

Passive Perception: 12
Passive Investigation: 9
Passive Insight: 12
Spellcasting:
Cantrips
---Control Flames
---Fire Bolt
---Mending
---Prestidigitation


1st Level - 2 Slots
---Catapult
---Shield


Attributes (Modifier/Saving Throw)
Strength: 8 (-1/-1)
Dexterity: 14 (+2/+2)
Constitution: 14 (+2/+4)
Intelligence: 9 (-1/-1)
Wisdom: 14 (+2/+2)
Charisma: 16 (+3/+5)

Skills (Proficiency Bolded)
Acrobatics +2
Animal Handling +2
Arcana +1
Athletics -1
Deception +5
History -1
Insight +2
Intimidation +3
Investigation -1
Medicine +2
Nature +2
Perception +4
Performance +3
Persuasion +5
Religion -1
Sleight of Hand +2
Stealth +2
Survival +4

Armor Proficiency: Medium Armor, Shields
Weapon Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Playing Cards

Features:
Ability Score Increase: (Wisdom, Charisma) 
Languages: Abyssal, Celestial, Common
Sorcerous Origin: Shadow Magic

Eyes of the Dark
---Starting at 1st level, you have darkvision with a range of 120 feet.
---When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against 
your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or 
by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created 
by the spell.

Strength of the Grave
---Starting at 1st level, your existence in a twilight state between life and death makes you difficult to 
defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the 
damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are 
reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t 
use this feature again until you finish a long rest.

Feats:
Moderately Armored: You have trained to master the use of medium armor and shields:
---Increase your Dexterity score by 1.
---You gain proficiency with medium armor and shields.

Equipment:

Letter of Inheritance 
Arcane Crystal (set into the palm of the right hand-glove)
Light Crossbow w/ 20 Bolts
Playing Card Set
x2 Daggers
Scale Mail 
Shield 
Wagon & Pony

Backpack
Bedroll
Mess Kit
Tinderbox
10 Torches
10 days of rations
Waterskin
Hempen Rope (50ft)
Traveller's Clothes 
Pouch Containing (15) Gold


Background: Inheritor
PERSONALITY TRAITS
---I judge people by their actions, not their words.
IDEALS
---Respect. People deserve to be treated with dignity and respect. (Good)
---Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
BONDS
---My tools are symbols of my past life, and I carry them so that I will never forget my roots.
FLAWS
---I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

professor_curly fucked around with this message at 06:15 on Jun 13, 2018

Waroduce
Aug 5, 2008

Uzas Threadcutter
Half-Orc Barbarian
https://drive.google.com/file/d/1CNdQfZHrI0CtPS7O_4ejkWMxgyGVP2YA/view?usp=sharing

It is said the Mountain breeds cold souls that only live due to the fire in their blood

Found just under the snow line of the high peaks of the Sword Mountains northwest of Waterdeep, Uzas was found suckling milk from a mother-wolf next to the corpse of his human mother. Taken in by Clan Ammagrimgul he was not accepted in youth or as he grew to be a "half-man". The Ammagrimgul kept Uzas on the edge of their primitive tribal society, closer to the many hostile beasts that make the Sword ranges their homes. The hostile environment make these tribes and their settlements few in number by necessity and attrition.

Uzas eeked out a short brutal existence on the edges of his tribe, with only a pack of wolves as his companions. He turned many dangers away from his tribe, slowly gaining acceptance through deed. Defeat of the wild beasts that threatened his tribe, giving warning of raids from other orc tribes and finding shelter in blizzards for himself and other hunters earned Uzas the first deed markings on his body. Rough, primitive brands of the monsters he slayed or depiction of deed tattooed on his skin began to mark him as a member of the Ammagrimgul. The tribe further showed their slow acceptance of this half-man First with a few scraps of cooked meat and eventually his presence was tolerated on the outskirts of the tribes nocturnal fire.


As Uzas matured he began suffering dreams and visions of a great danger from the south, far past the human lands of Waterdeep. He confided his troubles in a tribal shaman who had seen signs of great malfeasance and danger to the south, sensing that if something were to push through human lands toward these great peaks there would be great conflict between the orcs, humans and whatever unknown danger drove men infront of it. The shaman consulted the animal spirits and ancestors of the tribe and sent Uzas out once more to find warning and if possible protect the tribe, promising a place close to the fire when he returns home with word or warning, or better yet whatever serves as a skull for the great danger to the south.

A primitive blunt instrument loosed into the wider world, Uzas garnered easy attention due to his size and garments. Clad in the pelts of his wolf family who had passed in previous winters, Uzas joined the Golden Lion Mercenary Band after being noticed snapping the neck of a bull he had planned to have for dinner. He worked low level "protection" and "enforcement" schemes for the band and served as muscle at meetings. He added small deeds to his body as he slowly travel south. On the day he decided to abandon the mercenary band, a new job was offered...deep in the heart of the south and Uzas immediately volunteered

Waroduce fucked around with this message at 05:40 on Jun 11, 2018

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo
I know it's not published material per se, but would the Monster Hunter archetype from Gothic Heroes be acceptable? I could just go Battlemaster with some specific flavor, but I feel this is spot on and it's written with the material in Curse of Strahd in mind.

Ovo
Dec 20, 2008

Life Rules

Tricky Dick Nixon posted:

I know it's not published material per se, but would the Monster Hunter archetype from Gothic Heroes be acceptable? I could just go Battlemaster with some specific flavor, but I feel this is spot on and it's written with the material in Curse of Strahd in mind.

UA is allowed, I meant that when I said published but should have written all WoTC content :v: Updated the OP with that.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
I keep thinking about apping a war domain beatstick cleric, but with the way my life is going right now I think maybe my current Wyrmsea game is probably about all the play by post I can handle. I'll keep an eye on this, good luck!

Tardzilla
Aug 31, 2006


Layla Orianna, Tiefling Hexblade

Layla had always been a bit of an unusual girl. For as long as she remembered, she could always sense the spirits around her, and she could communicate with a few of them. Or at least, that's what she claims. Nobody actually believed her. Most people see her as that strange horned girl that talks to herself a lot. But the spirits, whether they were real or not, were the only companions Layla had while she was growing up.

The circumstances surrounding her birth are... unusual, to say the last. Her mother died giving birth to her, her father mysteriously disappeared, without a single word, while she was still young, and Layla herself was born on a night when all the stars in the sky vanished, and all there was left was a single a single, dark-red star, shining down on the newborn child. A bad omen, they called it, and whenever the dark-red star appears in the night sky, she could feel it watching her, hear it calling for her. Sometimes, it even feels like it's glaring into her very soul. There is no peace for Layla on those nights. If she sleeps, her dreams are filled with unspeakable nightmares that haunt her for days, and if she stays awake, she has to deal with it constantly watching her. All she could do is run, run as fast as she can, away from it, and hope to whatever Gods that might be out there that it finally leaves her alone.

This was her life, for 19 years, until one night, when it appeared again, she heard a voice, calling out to her. It was a new voice, one she's never heard before. A warm one. She felt herself drawn to it, and it eventually lead her into an abandoned building, and within the rubble of the building, she discovered a black sword. The voice she heard was coming from the sword, and when she found the blade, it asked her one, simple question;

"Do you wish to rid yourself of this curse?"

Yes. She wanted more than anything for it to go away.

"Then form a pact with me, and I shall aid you."

And she did. Without even giving it a second thought, she picked up the blade, and formed a pact with the spirit within and, ever since then, the spirit, which she started calling her friend, had been aiding her, guiding her, preparing her for the day when she would confront whatever is behind her curse. She trusts her friend, and follows whatever advice they give to her, so on the day her friend advised her that the best course of action would be to join the Golden Lion Mercenary Band, she listened, without even questioning it. After all, why would her friend try to mislead her?

Layla had more than proven herself after joining as a capable fighter, and she does whatever she can to help around, including cooking. Cooking is one of the few things that gives her peace, so she does it whenever she can, and despite all she's been through, the young tiefling tries to keep a sunny, positive disposition whenever she can, refusing to give into despair. As long as she still has her friend with her, she'll be able to handle whatever comes her way, even it.

quote:

Name: Layla Orianna
Race: Tiefling
Age: 19
Size: Medium (5'0")
Class:Warlock 1 (Hexblade, going Pact of the Blade)
Alignment: Chaotic Good

Background: Haunted One
Languages: Common, Infernal, Draconic

Hit Points: 9
Initiative: +2
AC: 13
Speed: 30ft
Spell Save DC: 13
Spell Attack Modifier: +5

Passive Perception: 13
Passive Investigation: 10
Passive Insight:13

Attributes (Modifier/Saving Throw)
Strength: 8 (-1/-1)
Dexterity: 14 (+2/+2)
Constitution: 13 (+1/+1)
Intelligence: 10 (+0/+0)
Wisdom: 14 (+2/+4)
Charisma: 16 (+3/+5)

Skills
Acrobatics +2
Animal Handling +2
Arcana +2
Athletics -1
Deception +5
History +0
Insight +2
Intimidation +3
Investigation +0
Medicine +2
Nature +0
Perception +2
Performance +3
Persuasion +3
Religion +0
Sleight of Hand +2
Stealth +2
Survival +4

Armor Proficiency: Light Armor, Medium Armor, Shields
Weapon Proficiency: Simple Weapons, Martial Weapons
Tools: None

Features:
- Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
- Hellish Resistance: You have Resistance to fire damage.
- Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spellcasting ability for these Spells.
- Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus, any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20, if the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest.
- Hex Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
- Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Cantrips
Booming Blade
Eldritch Blast

1st Level Spells
Shield
Hellish Rebuke

Equipment: +125 Gold
- Monster hunter's pack.
- Mummified raven's claw, worn like a necklace. (Trinket)
- Light Crossbow with 20 Bolts (1d8 Piercing)
- Component Pouch
- Dungeoneer's pack
- 2 Daggers (1d4 Piercing)
- Mace (1d6 Bludgeoning)
- Leather Armor
- 125 starting gold

Background:
Harrowing Event: You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.
Traits: I refuse to become a victim, and I will not allow others to be victimized.
Ideal: I try to help those in need, no matter what the personal cost. (Good)
Bond: I would sacrifice my life and my soul to protect the innocent.
Flaw: I talk to spirits that no one else can see.

Patron's Attitude: Your patron is a strict disciplinarian but treats you with a measure of respect.
Special Terms of the Pact: When directed, you must take immediate action against a specific enemy of your patron.
Binding Marks: Your nose glows in the dark.

Tricky Dick Nixon
Jul 26, 2010

by Nyc_Tattoo

Vharnabas "Varney" el Balasz

Vharnabas, known as "Varney" in the Company, was several years retired when he first crossed paths with them, after living a life on the Sword Coast hunting down criminals. He was always a principled man who went out of his way to take in his quarry alive, though he never became renowned or famous in any degree. It was a dangerous life, and his family, especially his long-suffering husband Moro and sister Sumira, constantly tried to talk him into a different career. Eventually, he relented, becoming an apothecary in Athkatla. This allowed him to provide for his extended family for a comfortable middle class life in Amn, though his dream was to save money so that he could take his adopted children, the oldest of which being a half-orc by the name of Zhanna, to visit the land of his forebears in Calimshan and display his humbly won wealth as an example to the branch of his family remaining there, deeply mired in the Underworld. He had no dreams of great adventure, though he was still quick-witted, a fair hand, and went out of his way to keep up with his old contacts in the business.

He had already picked up the trade previously as a way to enhance his abilities. Potions, poisons, and oils were always in need as an adventurer, and he found that it had always been easier to just rely on his own talents. A little solvent could also go a long way with breaking and entering, and combined with his talent with traps and snares, he could lay nasty surprises that let him punch about his weight class. This, combined with his penchant for taking in targets alive, earned him the nickname in the trade of "Varney the Magician." Little did they know, he had actually picked up a few tricks of magic. His faithful companion, a white bat he named Sumire to taunt his sister that loathed it, was actually a celestial spirit he petitioned that helped him in dark places that many other humans would not dare in his work. He seemed to be never able to be surprised, which got him out of many scrapes that should have killed him long before he finally retired for a regular business.

Vharnabas wasn't very successful once retired however. He relied mostly on Moro to be the face of his business, who was constantly full of life. This suited him just fine. Even within the bounty hunter's guild, he was never much one for the deceptions that made the work of many in the Lands of Intrigue. He was most comfortable in the streets and alleys, tracking people down and facing them down in a corner after herding them in, where he would have the upper advantage. He found that got many to surrender where honeyed words only left others in a trap. He has many scars, however, to prove that it doesn't always turn out the way one might hope. His business was a modest success, and it was only due to his diligent saving that he was saved from a few dryer spells, but eventually he became desperate. Though he never would go into debt out of honor, his husband had without his knowledge taken out a few loans from gnomish lenders, and eventually the Zhentarim acquired those debts as an "asset", which drew his humble shop in their crosshairs.

That's when a mysterious man with an unusual accent came into his shop. This man had been referred to him by an old friend who arranged bounties for the more loathsome of creatures for the more puissant (and quixotic) of hunters. Respecting the rules of the game and not asking too many questions, he arranged for quite a few banes and potions to be provided that were of particular use to one who hunts the undead. Unfortunately, Varney's luck had run out that month. He had been continually turning away agents of the Zhentarim, who were already trying to shake him down for "protection" money before their planned attempt to call in the debts on Moro's head (always have more than one scam!). And this stranger that had come to his shop was someone they were looking for, for reasons he still is not sure of and has never been able to answer to his satisfaction.

They burned down his shop, and with it his livelihood, during an attempt to kidnap the stranger. Though most of his large family survived, his husband was badly burned and disfigured, which has sent him into a perpetual state of despair. As well, his oldest, Zhanna, got herself killed when she took up the old family scimitar and attempted to hunt down the men who caused this tragedy, resulting in the family heirloom showing up in Xanathar's auction house later, to the great shame of the proud, middle-aged Calimshite. Yet the loss of his favorite daughter hurt him far more keenly, and steeled his resolve. The stranger had escaped, leaving behind the shipment requested for him, yet he left the sum of his payment as well. Whether that was an attempt to make right or desperation, Varney does not guess at.

The pasha of his old guild was able to provide some accommodations for his family. He could return to work as a journeyman for some other apothecary and build up his coin the slow way, but he was already getting on in age. Mercenary work appealed to him because if he could just get the funds, he could buy a new life, not in Amn, not in Calimshan, but somewhere quiet and far from intrigue and danger. He found his old skills slowly returning to him, but there was a different feeling, a vengeance in his heart he couldn't easily explain. And though it would pain him to admit, he feels himself slowly dying in the presence of his once beloved husband, who has shut himself off entirely from the world, locked away in his own chambers.

One of the things left behind by that stranger in his strongbox was a manuscript. It hadn't been labeled, but it was a treatise on combating the "shambling Un-Dead", such as skeletons, zombies, ghouls and wights. He knew not if the stranger was the author, but knowing that the cycle of revenge and vendetta was not worthy of the new anger building inside of him (it was why his grandmother left Calimshan to begin a life in Amn, to escape the violence back and forth between them and their rivals in that stereotypical Calimshite style), so has devoted himself to these studies. It has made him talented at handling the times the Golden Lion Company has found itself hassled by the restless dead, but even now he could never imagine it more than a focus, just a proficiency he has leveraged into a position on this particular mission, considering the dubious nature the Burgomaster's request fills.

If he finishes this job, he'll have just enough money to quit his brief adventuring life. He's been judicious and cautious, far more than he ever was when younger, and saved his coin. The pasha is prepared to help him gather enough things to make a life in Cormyr, where an old dwarven friend, Dangar, has a empty shop he could set up in. Just a quick jaunt to Barovia, and he can finally have the life he always wanted.

Intending to drop into Slayer Conclave and go full Van Richten but I want it to be a slower burn. I like the idea of him going into this with the right tools, but not yet the true drive, and for Ravenloft to change him forever to begrudging "one day from retirement" to a truly devoted hunter of the damned.

Name: Tabarif Vharnabas yn Daud el Balasz yi Athkatla
Race: Human (v.)
Age: 48
Size: Medium (6'1")
Class: Ranger 1
Alignment: Lawful Good

Background: Urban Bounty Hunter
Languages: Common, Abyssal

Hit Points: 12
Initiative: +3 (Advantage)
AC: 15 (chain shirt) / 17 (with shield)
Speed: 30'

Passive Perception: 14
Passive Investigation: 13
Passive Insight: 12

Attributes (Modifier/Saving Throw)
Strength: 10 (+0/+2)
Dexterity: 16 (+3/+5)
Constitution: 14 (+2/+2)
Intelligence: 12 (+1/+1)
Wisdom: 14 (+2/+4)
Charisma: 8 (-1/-1)

Skills
Acrobatics +3
Animal Handling +2
Arcana +1
Athletics +2
Deception -1
History +1
Insight +2
Intimidation -1
Investigation +3
Medicine +2
Nature +1
Perception +4
Performance -1
Persuasion -1
Religion +1
Sleight of Hand +3
Stealth +5
Survival +4

Armor Proficiency: Light Armor, Medium Armor, Shields
Weapon Proficiency: Simple Weapons, Martial Weapons
Tools: Alchemist's supplies, thieves' tools

Features:
  • Feat: Ritual Caster
  • Favored Enemy: Undead
  • Natural Explorer

Spell Save DC: 12
Spell Attack Modifier: +5

Ritual Book
  • alarm
  • find familiar



Familiar: Sumire, the Lantern Bat
Tiny celestial, lawful good
Armor Class 12
Hit Points 1
Speed 5 ft., fly 30 ft.
STR 2 (-4) DEX 15 (+2) CON 8 (-1)
INT 2 (-4) WIS 12 (+1) CHA 4 (-3)
Senses: Blindsight 60 Ft., passive Perception 11
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions: Bite (Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: (1d1) piercing damage.)

Equipment:
- a monster hunter's pack
- a burglar's pack
- a set of traveler's clothes
- a broken pendant of a silver dragon that's always cold to the touch (Trinket)
- a set of "hunter's guides" left behind by that mysterious stranger
- a spell component pouch
- ten javelins
- a sword cane (a rapier and a "shield" that is flavored as a metal cane used to parry and block and a heavy metal gauntlet)
- a whip
- a heavy crossbow with 20 bolts
- a chain shirt
- alchemist's supplies
- thieves' tools
- two hunting traps
- two bags of caltrops
- a bag with 19 silver pieces

Background: Ear to the Ground. You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Trait: Sincerity, though not necessarily honesty, is the most important virtue to me.
Trait: I wish my work were more like the penny dreadfuls I read by candlelight at camp.
Ideal: Professional. Stick to the plan. Don't go on wild goose chases. Everybody gets what they came for. Nobody gets left behind. (Lawful)
Bond: I have a large family to provide for, and I would do anything to do right by them.
Flaw: I will not unduly risk people's lives, even when it puts the mission at risk, and my caution sometimes becomes an obstacle.

View of the World: Cities and towns are the best bulwark against the darkness and chaos of the wild, but their reach must be kept in check.
Homeland: You were a ranger of the cities, plying your trade in the shadowed towns and street alleys of the Lands of Intrigue.
Sworn Enemy: Your enmity has no personal animus, approaching it like a hunter does hunting an animal, as a profession (and sport).

Tricky Dick Nixon fucked around with this message at 03:37 on Jun 10, 2018

Ovo
Dec 20, 2008

Life Rules
Since there has been quite a lot of applications so far I will be moving the end date for recruitment up to Tuesday June 12th at midnight EST! If you want to apply, or finish off a currently applied character, that is the date!

John Dyne
Jul 3, 2005

Well, fuck. Really?
Oh good I caught this in time. I've been out of town training with no internet access so I'm gonna have an app up soonish.

Mr. Humalong
May 7, 2007


Dworic Hammerstone

Dworic Hammerstone never expected to leave the Spine of the World. One hundred and thirty five years he spent in those mountains, hunting for game and marking wilderness trails that led between the dwarven strongholds and human outposts scattered along the mountain range. He was a devoted cleric of Marthammor Duin and spent his life in service to the nature deity. But then the dreams started. Dreams of a land in turmoil, its people devoid of all hope under the yoke of their oppressor.

At first he was able to shake them off as merely dreams, until he began experiencing visions while awake. Once that started it was impossible to deny that Marthammor was giving him an important mission. Unfortunately he didn't bother to specify where this land was, so Dworic wandered South until he came upon the Golden Lion Mercenary Band. He joined up figuring if anyone would catch wind of a kingdom in trouble it would be a mercenary company.






(got it in under the wire, oh yeah)

Ovo
Dec 20, 2008

Life Rules
“Squad, get in here!” barked a company Captain. The 6 members of the mercenary band made their way into the large tent set up in the middle of the Golden Lion’s compound. The leader of the band, a elderly Human known as Colonel Orin, was sat behind a large wooden desk piled with papers.

The grizzled man had all the scars of the long life of a mercenary, with one eye missing completely and the other slowly going milky white with age. His injuries did not hold him back, the colonel was known across the Sword Coast, and messengers came through daily to discuss the goings on of the world with him.

“All right then, as you’ve probably guessed, you 6 are chosen for the Barovia job” growled the Colonel. “I’m guessing that this will be a standard job, bandits probably have taken up roost in the mansion, maybe few ghouls at the worst. Nothing that we have not dealt with before.”



Sergeant Elayne deWytte (Played by Quorum), I want you on point for this job. You have the most experience, so get in there and complete the job nice and quick.



Erevan aka “Skinny” (Played by Wahad), We are going into unknown territory here. I know next to nothing about Barovia and my contacts only have heard bad things. Keep the squad on the road and alive.



Brother Sorin (played by Tricky), on the off chance this job is a little more tricky than we think, keep ‘em all alive.



Noroco "Roc" Olvir (Played by professor_curly), do what you can to support the squad on the road. Cart will come in useful since it’s a long journey, and the Captain’s told me you seemed eagre for this job, so there ya go.



His Grace, Lordorim Shambastik (Played by TheNabster), work with deWytte, get in there and clean up whatever is holed up in the mansion. More importantly, You’re a Blue Blood, so when you meet the Burgomaster of this town use some of that noble knowledge to get on his good side; if he’ll pay 500 each for this job who knows what they’ll pay for the harder stuff.



Mokrul Verdant Allweather (Played by Waador), support the squad, but above all I want you to make sure we get the promised payment. Scout out the area and work with Lordorim on getting us some jobs outta this region.

“All right, that’s it, you know your duties, you know the job. Job request came with a letter and a map, they should answer any other questions ya have. Do the company proud, and move out.”

----------------------------

A huge thanks to everyone who applied, it was a difficult choice. For the 6 players, I will have the Game Thread up tomorrow around noon EST, so if you have any last minute alterations to your characters (gear purchases and such) go for it.

I will link all of you to the Roll20 campaign that we’ll be using for mapping in Discord. I mentioned in the OP that we could use just pbP or Discord, but I think it would be best to use a mix. Action posts should always be in the thread, but if two players want to have an IC conversation in the discord, they can do that and then post in the thread with the resolution if it would be relevant.

For rolling we will be using Orokos with the campaign of SA-CoS.

Ovo
Dec 20, 2008

Life Rules
Game thread is up!

https://forums.somethingawful.com/showthread.php?threadid=3859990

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Ovo
Dec 20, 2008

Life Rules
Bumping to avoid archive.

  • Locked thread