Generation
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I don't have much else yet; no backstory or personality traits or anything like that. But I'm excited to see what everyone else comes up with!
Edit: Infact, I'd be perfectly happy for us to already be a party at the start. (especially since I know from experience that makes it easier for the dm)
I guess another question we good ask to give DM some ideas, how 'well behaved' are we. My barbarian is probably going to be either chaotic good or neutral so I can fit in with most parties. Ithe will be whatever you two decide that sets the tone most likely.
As far as campaign feel maybe a decent amount of RP with some bits of combat. What does everyone else think?
Since you are all interested in RP, its worth the investment at the beginning to create interesting characters. I will set one limit that I don't allow evil characters. Good is preferable, Neutral is fine. Anywhere on the Lawful-Chaotic spectrum is fine.
Some other questions to ponder:
What is your character's ultimate goal in life? Fame, wealth, family, adventure, knowledge...etc.
What kind of adventures gets them excited?
What does your character love/hate/fear?
And for the adventure itself, I do have some modules I can run or I can create something new. I'd prefer to stick to Faerun as it's the setting I'm most familiar with, if that works for all of you.
Please let me know (1-boring to 5-awesome) how much you'd enjoy:
dungeon delving
exploration
mysteries
quests
building a home base
a series of adventures
an overarching story
I'm happy with Faerun being the setting
dungeon delving -2
exploration -4
mysteries -2
quests -3
building a home base -5
a series of adventures -4
an overarching story -5
Now, Chanler's town didn't have much; it barely had a tavern- and even that didn't have any places for visitors to stay! Most people would just pass right through, if they even knew the little town existed. But this musician had fallen ill in her travels, and couldn't continue on. So as small towns tend to do, they all pitched in and did what they could to help. Chanler's dad immidiately got to work on a shoddy bed to sit in the middle of the tavern; and until that was done the entire town passed the musician from house to house, each feeding and caring for her in turn.
Like most of the kids at this time, Chanler would work as hard as he could on his morning chores so he could go visit the musician wherever she may be. The adults would always try to shoo away the children, "leave her be! she needs her rest!", but the musician never seemed to mind. She would always gave a soft smile and wave them over through the shouts of her carers.
It took just over 2 weeks for her to be back on her feet, and another 5 days for her to be ready to travel again. In this time between being up and about and being able to leave, she would sit on her bed in the middle of the tavern and play for the children; sometimes she would even teach them a couple things. Chanler picked up on these teachings a bit quicker than the other children. By the 4th day he could already play a simple song.
But this time couldn't last forever. On the 6th day she bagan to head back out onto the road. She thanked everyone profusely, but the townspeople refused her offers of gold and silver, saying "You'll need that money to get back home safely!". After she had talked to the adults, all the children gathered 'round to say their goodbyes, and make her promise to try and come back sometime "Pleeeeeeease!". And on that day, just before she stepped onto the road, she pulled the lute off her back, handed it to Chanler, and told him to keep it. "You're a pretty quick learner, kid. I want you to keep practicing, and come find me someday once you grow up."
That day stuck in his memory. Ever since then he's wanted to be a musician.
There's the basic backstory. A couple other side notes are: Chanler didn't exactly leave his town on the best terms with his family. His mom was always supportive, and so was his dad, but a good bit less so. And he also has a sister 14 years younger than him who is still with his parents (obviously).
My thought was maybe I ended up playing in a seedier tavern somewhere, got into some trouble, and you got me out of it. Pretty basic I know, but I think it could work.
And then on the how much I'd enjoy the things:
Dungeon delving-3
Exploration-3
Mysteries-3
Quests-4
Building a home base-5
A series of adventures-4
Overarching story-5
And then on those questions:
Chanler's goal I think is somewhat the whole "Fame & Fortune" that comes with being a bard and a musician, but also since he was raised in such a small town he wants to travel the lands and experience new things and all that kind of stuff. (I could definitely see him settling down and starting a family though later in life.)
Like I said previously the adventures that are gonna get him excited are things he's never seen before. Stuff he might've only read about, or heard in legend.
And finally for love/hate/fear, he came from "the common folk" so he's always gonna want to stand up and be a voice for their favor, and a knife against anyone who would do them harm. As for specific fears, I'm not sure just yet. I can't think of anything that isn't just "big thing that could kill me" or something to that effect.
Adventures: High risk, high reward
Motivations: Power
Ideals: Family, bound by choice not blood
Fears: Loss. Be it people, power or just competition.
You can use any of the stat generations options in the Player's Handbook. If you decide to roll and it turns out terrible, you can also opt for one of the others.
Starting equipment is either based on your background and class, or take the max gold for your class and outfit yourself.
Can you please specify your languages and other skills (musical instruments?), and also your personality trait, ideal, bond, and flaw from your background? Everything else looks great.
Kal'lista, Teifling Sorcerer/warlock (still hasn't decided properly)
Ties to the group: Was raised in the slums of the city, known Carrik for years due to both being 'unsavoury' races so both had rough upbringings in that part of town.
exploration - 3
mysteries - 4
quests -3.5
building a home base - 4
a series of adventures - 5
an overarching story -5
Can you please specify your languages and other skills (musical instruments?), and also your personality trait, ideal, bond, and flaw from your background? Everything else looks great.
Edit: Alright that should be all fixed now.
Double Edit: I'm all leveled up to 3rd level now so everything should be all good to go.
Not sure about Kwo though.

Rolls
Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (6453) = 18
4d6 : (4213) = 10
4d6 : (4561) = 16
4d6 : (2323) = 10
4d6 : (2513) = 11
4d6 : (4166) = 17
So it looks like an overarching story where you can build a home base to have adventures from would fit best. We can start with an adventure, and then if everyone is still having fun, build a larger story from there.
How about we start with the bar fight that brings the pair of you and Caedmonr's character together?
eg.
Rolls
Example Roll - (4d6, 4d6, 4d6, 4d6)
4d6 : (5153) = 14
4d6 : (1444) = 13
4d6 : (3451) = 13
4d6 : (1665) = 18
Rolls
4d6, 4d6, 4d6, 4d6, 4d6, 4d6
4d6 : (3362) = 14
4d6 : (2545) = 16
4d6 : (3561) = 15
4d6 : (3256) = 16
4d6 : (6246) = 18
4d6 : (5426) = 17
Rolls
Hit point rolls - (1d8, 1d8)
1d8 : (5) = 5
1d8 : (1) = 1
If you want to roll your stats, please do it here. Otherwise, point buy or standard array is fine.
Any questions, please let me know. I'm ready to integrate you into the story, but need all of you to join at once for it to make sense.
4d6, 4d6, 4d6, 4d6, 4d6, 4d6
4d6 - ( 1, 6, 6, ) = 13
4d6 - ( 2, 2, , 6 ) = 10
4d6 - ( 5, 4, 5, ) = 14
4d6 - ( 3, , 4, 4 ) = 11
4d6 - ( , 5, 4, 2 ) = 11
4d6 - ( 2, 2, , 5 ) = 9
Rough, but at least I got a 14 (+2) for my primary. Can't argue with that!
I'm going to PM the other players to find out if they are still interested. Sorry for the slow start, folks!
We are starting at level 3. You can take one extra item that you can use, or 50gp. Be reasonable and I"ll probably say yes. :)
Any race, class, feat, etc. from the books or from UA are fine, except for Mystics. They mess with my mind. No outright evil characters, but neutral is just fine. Any questions, please let me know.
Welcome! I happy to have you.
Here's what I've got:
4d6 - ( 3, 2, 6, 2 ) = 11
4d6 - ( 1, 3, 3, 4 ) = 10
4d6 - ( 2, 4, 6, 3 ) = 13
4d6 - ( 4, 5, 3, 6 ) = 15
4d6 - ( 6, 2, 4, 4 ) = 14
4d6 - ( 1, 4, 1, 1 ) = 6
Rolls
Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (3262) = 13
4d6 : (1334) = 11
4d6 : (2463) = 15
4d6 : (4536) = 18
4d6 : (6244) = 16
4d6 : (1411) = 7
Yes! 11, 11, 12, 12, 12, 11!
Rolls
Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (2362) = 13
4d6 : (2631) = 12
4d6 : (2551) = 13
4d6 : (4612) = 13
4d6 : (4325) = 14
4d6 : (2524) = 13
For an extra item, may I take the 50 gp and spend it on a grappling hook and silken rope, maybe another crowbar and a lantern with some oil?
Name: Iolgur, of clan Beragar.
Race: Mountain Dwarf.
Class: Revised ranger, Hunter Conclave.
Background: Soldier.
Ability scores: 27 point buy.
STR 14
DEX 14
CON 14
INT 10
WIS 12
CHA 8
Mountain Dwarf gives +2 STR, +2 CON.
Skills: Athletics & Intimidation (from Soldier), Investigation, Perception & Stealth (from Ranger).
Equipment: Started with standard equipment from class & background + 50 gold, sold longbow, arrows & one of shortswords, purchased lock & manacles, longsword, heavy crossbow & 40 bolts.
Proficiencies: Smith's tools from dwaft & cards from soldier.
Languages: Dwarven & Common from dwarf, Elven from ranger.
Iolgur Belagar is a strong stout dwarf from Western Heartlands, where he served as a low-ranking officer in Flaming Fists. After a messy goblin ambush when most of his soldiers were killed he was dismissed from service with disgrace. After that, and few years of attempts to drink himself to death, he became an independent thief-taker and bounty hunter. His experience in tracking and a booming commanding voice proved to be almost as useful as his fighting prowess. Iolgur thinks of his occupation as making a world a better place, where every day he catches a criminal is a day someone somewhere sleeps peacefully because of him.
One such contract - to catch a half-elven thief named Darren Dale - brought Iolgur to North-west, where he decided to stay in Nightstone Inn on one faithful evening.
Treasure-hunter, dungeon-diver, part-time librarian, and substitute teacher. Spends much of his time in the field acquiring historical relics and priceless artifacts for safekeeping in the university museum and archives. He is not the most agile, quick-thinking, or charming individual one might think a tomb raider ought to be, but he possesses confidence and an inexplicable lucky streak that has allowed him to survive this long.
Qavez (pronounced Cha-vehz) may be listed as a Thief, but he would not consider his line of work to be criminal. He simply possesses a similar set of skills, and uses them to preserve the past so that it will be remembered by the present and future. Besides, it's much better to house a rare artifact in the safe hands of universities and museums than to have them lying around for anyone to stumble across.

Xed was always quick on her feet. She spent most of her life with her "family" in the traveling "circus". They would go to various towns and people would fight one another in a big hole or a special outdoor room, and people who were still standing at the end of the fight would get money and their friends would get money too. Xed didn't get to do a lot of the fighting at first. She was the pre-fight entertainment. Basically, her handler would let her wear a pretty costume and then chase and throw knives at her while she tumbled and danced out of the way. People cheered, laughed, and sometimes pointed at her and shouted things. That was pretty fun. Later, after a couple of her friends left the circus and never came back, she was told she'd have to fight. She was so excited! Surprisingly, she was good at it even! Well, at avoiding being hit anyway. And she was fast- sometimes she'd get to hit the other people a whole bunch of times, and then they'd get so tired that they fell over. That was pretty neat. This one time, the guy she was fighting was wearing these nice robes, and at the end of the fight he told her handler that instead of taking the winnings, he wanted to recruit Xed to join their family and learn to fight real good all the time and so she went and she got even better at it.
Treasure-hunter, dungeon-diver, part-time librarian, and substitute teacher. Spends much of his time in the field acquiring historical relics and priceless artifacts for safekeeping in the university museum and archives. He is not the most agile, quick-thinking, or charming individual one might think a tomb raider ought to be, but he possesses confidence and an inexplicable lucky streak that has allowed him to survive this long.
Qavez (pronounced Cha-vehz) may be listed as a Thief, but he would not consider his line of work to be criminal. He simply possesses a similar set of skills, and uses them to preserve the past so that it will be remembered by the present and future. Besides, it's much better to house a rare artifact in the safe hands of universities and museums than to have them lying around for anyone to stumble across.
As he grew he found himself perpetually kept at arms length from any of the various groups, at first he assumed it was due to his infernal heritage that made others uncofortable but after a time he began to realise that there was more to it than that.
On occasions he found situations that should have been difficult if not impossible for him to be resolved by what he assumed was luck or hapenstance, a noise distracting a watchman who was about to find his hiding spot, a bread roll suddenly rolling off of a cart when he was starving. Over time he found he was able to will such hapenstance, to have a rough control over these strange events, but as his control grew so did his troubled dreams and the feeling that something, something unkowable, was trying to reach out for him.
As he reached adulthood his skills kept growing and developing and he found he was in a certain demand as an adventurer at first within the city but as time went on he was able to venture further afield. As his mastery of these abilities grew so did his control over his dreams and he found although he was never able to completely shed the feeling of something reaching for him, of it trying to exert his will over him, he was mostly able to hold whatever it was at bay.
Over time he came to a desicion, in order to gain his freedom from whatever this entity is he needed to know more about it and his own origins. With that he started to consult various scolars and sages within the city, using whatever meagre funds he could gain through adventuring or by offering them service in repayment for anything they could tell him. Once he had exhausted those sources he could afford he realised he was not going to advance his learning any further in the city so gathering up his small amount of belongings he turned and left, folowing any roumours or information that lead him to scolars, librarys, and remote temples where those who study the deeper mysteries of the multiverse could be found, searching for any clues that may give him answers......
Aestan takes no pleasure in alcohol, tobacco, or anything else that men of his stature tend to frequent. He doesn't attend taverns, parties, or festivities either. Don't let that fool you, he isn't someone who is glum or sour by any stretch, though he could stand to relieve himself of his heavy clothing he always seems to wear.
The sword at his side is the only thing of reminiscent value. Adorned in a plain, cow leather scabbard, the visible hilt is a hard steel crossguard is lightly engraved in filigree that is quite faint and only recognizable under scrutiny. The grip itself is a stiff, black leather leading down to a pommel in the shape of two hands clasped in prayer. The shield he bears on his back is a battered heater with almost no sign of a standard left on it for the weathering and wounds its sustained.
If you catch a glimpse of his ice chip eyes from under his helm, nothing but lost longing seems to shower what those eyes may gaze upon. He is on a long journey and it will collide with those around him...
Now, do any of you already know each other? Or will you meet for the first time in Nightstone, where our story begins?
Each of you has some reason to have come to Nightstone, a small fortified town just off the High Road, which leads between Daggerford and Waterdeep on the Sword Coast of Faerun.
Perhaps this is your destination, perhaps just an easy place to stop along the road. Whatever has led you to travel, you find yourself looking for...something. A purpose, a calling, a group that will call you 'friend'. Whatever it is that brings you here, tonight you are at the NIghtstone Inn, famous for Morak's ale...the best in the region.
You may now begin posting in the main thread!
After accidentally killing a monster in small village she gained a reputation as a skilled fighter, one that she is not really that comfortable with nor does she feel that she fully deserves. However she was giving two ancient swords that once belonged to a long forgotten hero from the village she saved and she has journey onward to vanquish evil and right wrongs and hopefully live up to legend tall tales that have spread about her.
She dresses in a simple chain mail armor with a small travelling bag, her two massive swords strapped to her back. She is large as her half orc heritage is clear through her frame and slightly greenish skin. Her lower jaw shows a bit of an underbite that she tried to hide. Her voice is never quiet and she laughs easily and often. Her long black hair is pulled back into a tight braid, and her ears are pierced with several silver loops.
Rolls
4d6
(6611) = 14
4d6
(1255) = 13
4d6
(1614) = 12
4d6
(3141) = 9
4d6
(2153) = 11
4d6
(2533) = 13