Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

[D&D 5e] Lf Players Homebrew campaign

1489388164

Edited 1489388253
Hey every one I am looking to DM a high fantasy 18+ Campaign. The basic setting will be a european fantasy setting in a homebrew world. I have a few rules that I would like to go over and please read them before you post. I have a few different campaigns in mind so we will talk about them in a session 0. I would prefer 4+ players before I start not Including the player I already have.  1. No homebrew classes or races for right now.(if we do multiple sessions or character deaths happen and I have gotten to know the players I may bend on this rule as long as I have had time to read over the classes and races and run them by the other players to make sure they are not going to unbalance the game and ruin the fun for others. Every one like to have their moment to shine so unbalanced classes can ruin that)(that being said I am perfectly fine with you reflavoring things to better fit a theme. I will discuss what I mean by that in session 0) 2. Stats will be rolled. I know this may contradict what I said earlier about wanting balance but I also enjoy rolled stats over arrays. The array makes the game a bit cookie cutter characters do not get to stick out as much in what they are good at that being said its a 1 and done roll so if you roll poorly please play the character I promise you that 5e's Numbers are small enough to were you can still shine and made good use of a character with subpar stats) 3. Be willing to let me know if you have any problems with Things that are happening in game be it something I am doing or something some one else is doing. I would prefer it be in a PM so I can pull people aside and have discussions about it.  4. If you are going to miss a session that is fine real life always comes first but please let us know some were if possible. I know things happen and some times sessions are missed due to things that cannot be helped.  5. Come up with a good backstory for your character I make the settings and world based on the PC's I have at the table if I feel I can and it will be interesting. If you would like to make an entire country or region feel free but understand at the end of the day we will discuss it and I will change some of the things with it to make it fit my world so no there is not an entire country of drow living in the eastern region that are all samurai warriors but hey maybe there is a clan of drow that live in the eastern region that are samurai warriors because that is what you want your character to be. That being said I am not of a fan of drow because the whole sunlight sensitivity thing doesn't make much sense for the race if they live on the surface. If your heart is set on playing something with sunlight sensitivity be creative with your backstory. Make me love the character. 6. Do not apply if you cannot handle harsh language. I try to play to the characters I have made for the world just as much as you do So please understand that just because A character may say hurtful things it doesn't come from me. 7. I am not 100% serious or 100% silly with my games. I try and find a happy balance for the group playing. 8. I do not dm Grimdark well or scifi well so those wont happen most likely. 9.  Try to avoid the phrase my character would not do that. If you can tell your character will not fit in with the group and it is not you the player not fitting in feel free to let me know that your lawful good paladin doesn't fit in the the party that has a necromancer a cutthroat and a drunken raging barbarian.(there is no group comp set yet and I personally do not care if the groups 5 wizards or a perfect balanced comp that is on you the players to figure out) I will try be completely fine with you rerolling a character if it means it fits the group better and games go smoother. 10.  Please try to hear people out during a debate. Some times people will disagree on things and be stubborn about it. You will disagree with things I say and do some times and that is perfectly fine as well. Feel free to have a debate with me about things as long as it does not take up to much time and your willing to hear my side of the argument as well.  11. We will play using teamspeak as our Voice Program. Not Skype or discord for personal reasons.  About the game. It will be either Tuesday or Wednesday at 6pm EST. If you Cannot make one of these days please put that in your post I would Prefer Tuesday but am able to make Wednesday work as well. There will be a session 0 in which I will explain a bit more about the character creation process because it will be modified slightly. There will not be a back round system. You will get those skills that you are losing in the backround system though don't worry. Also we will talk about feats a bit as well there are modifications to the feats. At the end of every session we will talk about what we like and dislike if possible. I know some people will not be able to make this often that is fine. The sessions will go for 5 hours if possible and be weekly.(There will be sessions that will not go this long and I am sorry for that but it will happen) Inspiration will be given at the Start and End of every session. At the start of every session a player will be chosen by the group to do a recap of what happened last session. If you have any more questions please feel free to ask here or in a PM. I would prefer people posting their characters here but if you really want to do it in a PM feel free. The campaign will be able to last for a long time if the players are having fun and I am having fun that is the point of all this right. That all being said there will be a small interview were I would like to get to know you a bit. If you are selected I will PM you the Teamspeak information if you are not familiar with teamspeak then feel free to ask me to help you get it set up. Name: (your name/Character Name) Race: (your characters race) Age: (Your Age Note: I do not mind younger players as long as they are mature and can handle mature content) Experience:(How much roleplaying have you done, This will not effect if you get in or not I just like to know the experience of the group) Class:(Pick a character class from 5e No Homebrew) Backstory:(This part is very Important a good backstory will most likely get you into the game more then anything else you have said or prior to this) Note if there are multiple of you applying that would like to get in together please make a note of that at the bottom. Groups are welcome as long as you are ok with not isolating the other players due to that.  If you apply in one post that is fine but I would prefer if you both made your own posts and just said I am applying with (insert name here) Also I am sorry if this post seems short I am very tired at the time of posting. 
Heya, Gonna go through my information and then move on to the character.  I'm Axel (Axu), from Finland. I'm definitely more of an story-driven player rather than min/max. Sorry in advance for the length of the backstory. My schedule is quite free during the weekdays and I'm able to do 6pm EST on tue and wed, but if that is always the starting time I might not be able to go on for 5 hours every time. (It's 10pm for me, I don't mind going late in to the night but ending 3am every time might be a bit hard.) Age: 24 Experience: Ran a dungeon world campaign through roll20. Currently GM'ing DW-campaign for my IRL-friends. Watched tons of P&P videos, critical role and rollplay mostly. Reading through 5e books (phb/dmg/mm/oota) in hopes of running a campaign in the future. Currently trying to find a campaign to join as a player to get some experience from actually playing, not just reading/watching.  Name: Thaleon Mountainsong. But he really prefers to be called Leo. Race:  Half-Elf Class:  Bard Backstory: This is going to be quite long, sorry. Born a bastard son of a human musician and a noble high-elf, Leo spent his early childhood without a father surrounded by an elven community that despised him for being half-breed. His mother tried to teach him magic but the young boy was a terrible student. When Thaleon turned 10 - his father (Brann - who had been absent from his life so far) came to take the young boy on a journey, as was tradition in the vast lineage of the Mountainsong men  (Known for their social charm, musical talents, buffoonery and their legendary unreliableness.) . On this journey his father would teach Leo about the lore of the lands, how to play instruments, how tell stories and charm large crowds and pretty ladies as well as him.  During the first three years of their travels, Leo was quite fond of his father. Never fitting in at home, he finally felt accepted, learning the tricks of the trade from his father. Thaleon quickly learned to play the lute, but as a young boy he found it too big for himself. 3 years into their travels the duo came to a small gnome village where they met Brann's old friend, a renown gnome instrument-craftsman called Fon Rust. Together with Brann and Fon Rust, Thaleon crafted his very first own instrument. A duskwood ukulele that he later named Solid Note. The night after finishing the heavy and intricate wooden instrument, the 13-years old boy sat playing with it until the late hours of the night. It was then as he was fiddling with Solid Note he started to feel the vibrations of the multiverse, and for the first time the magical energies around him started to make sense. Four dim spheres of light emerged from inside the sound box of the ukulele, and Leo felt happier and more content than ever before.  But the next morning when Thaleon told about what had happened to his father, Bran did not believe him. Leo tried to reproduce the spell but was unsuccessful, which led to mocking and constant jokes from his father - who now had started to drink more openly in front of the young boy. Thaleon's confidence in the mystical arts was destroyed, and he wouldn't be able to cast a spell again for a long time. They continued their journey from the small gnome village the same day. The next three years of their travels, as far as Thaleon is concerned, were the worst in his life. His father started to neglect teaching the boy, growing spiteful and in his own mind blaming Thaleon for taking his freedom away. Brann's playful charm had run out and his true nature started to unravel. Gambling in shady districts, smuggling stolen goods from town to town, scamming travellers out of their last silver coins and rations in dirty brothers in small villages in the middle of nowhere. During these three years, Thaleon became an expert on the sinful and evil side of society, powered by greed, lust, lies and violence. He does not like to admit it, but during this time he learned a lot about the world and himself - for better or worse - and also picked up a gambling habit. After three years, they had made their way in to a Dwarven city of Stonewall where Brann had to smuggle some stolen art for a local artsdealer as a way to pay off his gambling debts. Brann left Thaleon at the hideout of a local criminal kingpin as insurance in case the deal did not go as planned. This was not uncommon for Thaleon at this point, but after sitting there for two hours he realised that this time his father was not coming back. "That piece of shit left me here to die."  He thought to himself and started playing on his ukulele. As one of the guards tried to stop him and take his ukulele away from him, Leo filled with hatred and rage inside of him that he never had felt as strongly before, leaned towards the guard and said "If you touch my ukulele I'm going to make sure it is the last thing you do, you stupid fucking dwarven idiot." in gnomish. After hearing this, the guard started to scream and run away, but in his panicked state he ran in to the door knocking himself unconscious. Thaleon took a couple of coins out the guards pocket and left. He has not heard of his father after this day, and does not know nor care what happened to him. He went back to his mother in order to learn more about the arcane. He spent 4 years there, but this time he didn't care about the spiteful glances and whispers of the high-elf society. He had a goal and did not care about anything else. He learned to weave spells in to existence with the help of his spellcasting focus, Solid Note. He is currently travelling the world perfecting his magic, art of performing and gathering stories. He also went back to the small gnomish village, Whistledown, and is currently on a personal quest to find the perfect material to craft another instrument for himself. One that would not remind him of his father.
Hi I'm Keshav, from the United States. I am 20 years old. I feel like the rules you set are perfect for me. From rolling stats, to the general manners, I feel like I would be a great fit for you. Let me got through my character. Before I do that, I want to say that I have 12 fully developed characters in my head, one for each stat. I will be sharing my most recent one. I will let pick between the few I want to play the most based on the rest of the party's setup. If the makeup of the party means I should switch to fit a better role, I would be glad to do so. For scheduling, I immensely prefer Tuesday. For experience, I am new to D&D and 5e, but I have a year experience with the Dragon Age RPG. Note: Backstories are not final, as tweaking will be done to fit into setting, and possibly with other character's stories. This Character is just an example of one of many possible characters. It is not final, though all characters will be as detailed. I will also roll before picking my character as some character designs are more MAD then other. MAD being Multi Ability Dependent.  Name: Jambavan Race: Goliath Class: Barbarian Backstory: Jambavan was born to a Goliath Herd. He knows little about his first years as a part of the herd, as he was abandoned at too young of an age to remember this part of his past. It is unknown if he was left to die, or the last of a wiped out clan, but either way he was left in a forest to die. He was found by a human ranger named Aaron. Aaron was a simple man, who preferred peace and quiet of the wilds to the hustle and bustle of society. He raised the young Goliath for fifteen years. During this time, Jamabavan learned how to read and write, how to survive in the woods, and how to fight. This peaceful yet lonely lifestyle continued for almost twenty years until one day Aaron didn't return from his hunt. Fearing the worst, Jambavan picked up his halberd, a weapon made for him by Aaron, and chased into the forest. He found his father, in a bloody mess, on the forest floor. Next to it were unmistakable tracks. They were bear prints, if bears were the size of houses. These were the tracks of the Great Bear King, the lord of the forest. A magnficent creature that Aaron had met many times without issue, the Bear King was the Alpha Predator of the forest. And it had struck down Aaron. Seeing his father's body on the ground, Jambavan flew into his first Barbarian rage. He chased into the forest to slay the Bear King, to avenge his father. When he caught up with the Bear King, he slashed down his Polearm onto the hindquarters of the Great King, who didn't even realize he was there. But he couldn't even pierce its hide. He looked up and saw a gigantic creature, with claws larger than the weapon he weilded. With a strike Jambavan couldn't see coming, the Bear King struck him down, with a single claw almost splitting him open. As he collapsed, he saw the maw of the Bear King reach toward him. (As a aside, I plan the Bear King to be a Divine Beast, a beast created by the Goddess of the Wilds and the Hunt. Basically something as dangerous as an older dragon.) When he awoke, he found himself healed at his father's cabin, with Aaron's sleeping form next to him, also healed. Jamabavan felt different. His body, once normal, now pulsated with a foreign and Divine nature, making it tougher. The Bear had planned this, sought him out, blessed him, let him live. He had come out of this okay, but with no explanations for what happened. After this, Aaron retired to a beachfront property purchased with decades of saved wealth, as he was too old to be hunting in a forest with Beasts like the Bear King. Jambavan, wanting to run away from this inexplicable scenario, left the forest to make his own way in life, promising to write his father often.
1489462271

Edited 1489514616
Hi there! Interested in the game. I have played/DM'd a lot of PF but not that much in 5E, but I was looking for to eventually DM a game of my own and I wanted to pick up some experience with it. 6PM TUES or WEDS would be good for me (but not both). Regarding me: Name : Eid Age : 30 Experience : Extensive PF and Roll20 experience, 5e rules knowledge Regarding my character –– nothing is set in stone since we are rolling stats. But here's a rough idea. Name : Khukh Alssayf Race : Deep Gnome Class : Rogue Background : Khukh was born during trying times for his people. His clan had lived in a maze of tunnels that honeycombed a series of crags on the Alssayf Pass. The scorching winds that scoured the land made certain that the surface was unperturbed, which allowed his clan to scavenge and hunt peacefully. However, all changed after an event called The Tidebreak – the death of Altahn, the herald of the God of Storms, at the hands of the Grand Praetor – a powerful and ambitious paladin – and her followers. When Altahn died, raging storms and tsunami started to besiege the coastal towns north of Sayf Pass. The massive floods reached the Pass itself, forcing Khukh's clan to shelter deep within the tunnels for months on end. When they finally surfaced, they found their turf greatly altered – the floods had brought with them a temperate climate, vegetation, and droves of settlers. The settlers came mostly from the coastal towns that had been destroyed upon the wake of the Tidebreak. These settlers – largely humans, half-orcs and tieflings – began to aggressively mine the Pass to extract ore for weapons and tools. This caused them to come into contact with Khukh's clan soon enough, who didn't take lightly to this encroaching of their home. But after a few years of being a pest to the colonizers, the gnomes – with their numbers thinned and their stomachs empty – finally capitulated and gave up all claim to the mines in exchange for amnesty and hunting rights. Khukh, by then still a toddler, was then the first of his clan to be raised on the surface, amidst a burgeoning town.  As he grew older, Khukh understood he was a pariah and that no one would fully trust him in that town. However, he made sure to make himself indispensable by keeping up with his battle training and learning as much as he could of the world around him. After all, time was on his side. When he turned 40, now an adult, he began to feel an itch for adventure. Khukh began to work as a guide, aiding prospectors to traverse the labyrinth of tunnels below Sayf Pass. Opportunity knocked for Khukh when the eldest daughter of the Magistrate went missing. The Magistrate – one of the highest ranking officers in the settlement that was built on Sayf Pass – offered a handsome reward to anyone who could locate his firstborn. Khukh decided that this was the chance he had been looking for. He knew that it would have been extremely difficult the Magistrate's daughter out of the town through the surface, as the settlement made most of its revenue by tolling crossing caravans and any cargo was thoroughly examined on its way in and on its way out of the pass. So it followed that whoever had kidnapped the girl would have tried to transport her through the mines. Using his highly honed senses, he tracked the kidnappers deep within the mine – but found them well-armed. While assessing the situation, Khukh found a gang of troglodytes in a nearby cave, and soon he devised a plan. He took the remainder of his meat rations and made a trail from the troglodyte lair to the kidnappers camp. Then, he lured the troglodytes toward the trail, who dutifully followed it into Khukh's mark. The troglodytes, thinking the kidnappers would have more food, attacked them mercilessly.  During the chaos of the skirmish, Khukh freed the Magistrate's daughter and fled the scene. The Magistrate was not entirely copasetic about the situation. He was thankful of having his daughter back, but the fact that a gnome was the one to save her... a gnome! The same vermin that his own father and mother had fought against for so many years... Callously, the Magistrate decided that Khukh should be rewarded according to his station in society, and rather than pay the handful of gems that he had offered to whoever rescued his daughter, the Magistrate instead granted Khukh the title of Constable Auxiliary of Sayf Pass. Khukh was honored by the position – it came with a meager stipend, but it was a much larger salary than any gnome could normally aspire to have in Sayf Pass. Of course, that's not why the Magistrate chose to make the offer... the Magistrate thought it would be amusing for the guardsmen and gendarmes to have a gnome to kick around to fetch them drinks and laugh at. But the Magistrate had underestimated Khukh's pluck and wits. The gnome proved to be much more cunning and perceptive than any of the other guardsmen, and just as rowdy in a fight. Khukh's piercing stare was the secret weapon of the customs department, as the gnome could ferret out bootleggers and traffickers with ease.  Khukh toiled as Constable Auxiliary for many years until the Magistrate passed. Upon his death, his daughter became the new Magistrix of Sayf Pass. She had not forgotten her rescuer and the officer that worked so arduously for decades to ensure that the Pass grew peaceful and prosperous. One of the first acts of the Magistrix was then to promote Khukh to First Constable, the highest ranking officer of the law in the town. Khukh was deeply moved by the Magistrix's gesture, and he promised to protect the town to the extent of his ability from any threats from outside or from within. For the coming years, the Magistrix and the gnome worked together to root out crooked officers, expose illegal activities of other Magistrates, and maintain the rule of law in the Pass. But Khukh could not protect the Magistrix from her killer – a plague that spread throughout the whole settlement. More than half of the inhabitants of the town perished. Salvation came when the Order of the Lavender marched into town. The Order were a sect that followed the teachings of the Grand Praetor, and offered the settlers treatment from the plague that had been ravishing their town. The thankful settlers built a shrine to the Grand Praetor, and within a few months, the Order of the Lavender became the religious leaders of the town. Khukh found that the Order of the Lavender had infiltrated most institutions and corruption had began to run rampant. The gnome dedicated his efforts to keeping the Order in check for as long as he could. Four years later, the Regent Protector – the highest authority in the settlement – fell gravely ill. She passed without a heir, and there was great confusion as to whom would succeed her. After some turmoil, the High Cleric of the Order of the Lavender took power with popular consent. The High Cleric then rebuilt all the institutions of the settlement in the image of the laws of the Grand Praetor. In doing so, the High Cleric disbanded the constabulary force.  Khukh, still grieving the loss of the kind Magistrix, reacted with indignation and refused to give away his uniform and weapon. The followers of the Order of the Lavender showed no tolerance to his insubordination, and attempted to seize him and imprison him. But Khukh managed to flee through the mines, and left Sayf Pass for faraway lands... Perhaps sometime in the future, he can find a way to fulfill his promise... an rid Sayf Pass from the tyrants that have seized it... until then, a burning sense of duty lies within him.
1489464206

Edited 1489464422
Name : Tim the Player / Gonzo the Druid Race : Gnome Age : 21  Experience : I haven't done much roleplaying as a PC, but i have dm'd countless NPCs so i'm comfortable getting into chracter. Class : Druid (Circle of the Moon) Backstory : Greetings friend! My name's Gonzo and... my backstory?? Well...uh...that depends. The birds told me that I was born on a full moon and left in a grove by a woman with hair like gold and streams flowing from her eyes. The fish told me that the river was flooding like never before, threatening to swallow the entire forrest, but then the moonlight shown down and calmed the current until they saw a little baby Gonzo floating down the river in a basket. The snakes say I was an apple pulled from a tree and transformed into a Gonzo by dark magic. But my best friend Bear said his mama found me outside her favorite cave and I was crying so much she would've eaten me if Bear hadn't just been born. I don't know what really happened, but I'm sure i'll find out one day! ( I have a few places this could go but i'd rather work on it with you to keep it a surprise for me and the group) Growing up was fun. I got to hang out with Bear all the time and we would go catch fish and climb trees and eat honey...even though I always got stung by those mean bees. When I was a about 18 summers old I was with bear climbing a tree when a fire broke out. Bear managed to get away but before I could climb back down I was surrounded by flames. I held on to the last branch I could find, but the fire reached the tree and I could hear the branch burning down and cracking. I closed my eyes before falling into the fire, but when I opened them I wasn't on the branch anymore! Below me I saw the branch fall and it was then that I felt my arms moving up and down, only to find that I had wings! I WAS AN OWL!!! After flying back to the cave I collapsed, and when I woke up everyone in the forrest was outside waiting to see me. Including one creature i'd never seen before...MY FIRST HUMAN! One of the Elder Deer told me that I was special and held in me a piece of every creature inside and outside of the forrest. She said the human heard about what i'd done and that he was like me and wanted to take me to a secret place and teach me how to control it to help my forrest and forrests in places that i've never even been. That human turned out to be Tressen, and he taught me everything I know about being a person. I can speak and write and even use my thumbs! He said we're what other people call druids, and then he waved his hands and made an apple appear out of nowhere! He taught me how to focus and feel the natural energy around me until I could pull it just like honey out of a hive and turn use it to shape nature.  Before long Tressen had taught me all he could about being a druid and packed his things. The last thing he told me was " You are not alone Gonzo. Should you ever seek guidance follow the light of the moon to nature's throne". I don't know what that is but now I think i'm ready to go see what's outside the forrest. If i really am meant to do bigger things then I have to get out there and face the world no matter if it's really scary and loud! I told Bear the next time he saw me I would be big and strong and I would get us all the honey we wanted and there's nothing those dumb bees could do about it. So...this is me..DOIN' IT FOR THE HONEY!!!
Name: Jamball a.k.a Rachelle Character Name: Vera Lynwood Age: 26 Experience: I have been playing d&d for about 5 years now, dm'd for a lot of them, though I'm by no means a rules demon! I enjoy story and character development and interaction over straight dungeon crawls. Being immersed in a world and exploring it with quirky characters is the best part of d&d for me.  Race: Human Var Class: Cleric Background:  The name “Lynwood” is all Vera has in connection to her birth parents, though this fact has never bothered her too much. It did not take long after her birth for her parents to observe something not quite right with Vera. Her hair grew long and white, her baby eyes remaining pale blue. They decided they would consult a healer. This is how Vera came to be raised by Saul Drayton, according to him. Saul was a cleric in the town of Canathain, a prosperous albeit slightly secluded town located at the foot of the worldspine mountains. When Vera was old enough to understand, Saul informed her that her parents had left her with him, as they weren’t equipped to deal with her sickness. He would pat her head sympathetically at this point, telling the small girl that as long as she remained with him and took her medicine she would never have to worry. Though he was the closest thing to family Vera had, he never raised her as his child. He always made sure she knew her name and the story of her parents. Every day he made the girl her special medicine and she drank it gratefully. As Vera grew, Saul began to teach her his craft. He taught her how to make medicines and bandage wounds, always working her hard on whatever she could apply herself to. She learnt how to harness a power within herself and to project that outward, healing those in need. Saul claimed that he had gifted her a small essence of his power, that without him near she would become helpless and frail. Vera would soak up his teachings, begging him to teach her more, to be strong and independant, but Saul refused. He would again pat her head and tell her she was not ready, not strong enough to make it on her own. It was in Vera’s nineteenth year that her world was forever changed. As the summer began to shift into fall an elven man was found unconscious on the mountain rise outside of town. The miner who had discovered him called for help and, with assistance, brought the man down into the town. Saul was immediately called to the scene, Vera following obediently in is wake. It was immediately clear the elf had some sort of sickness. He suffered from no wounds, yet his skin was clammy and pale. He could not be roused to consciousness, his breathing fast and ragged. At first Vera thought that he was suffering from extreme fever and Saul agreed with her. He applied his medicine and instructed Vera to sit with him through the night. Vera sat beside the stranger, regularly applying a cool, damp cloth to his head. When he would toss his head she would place her hand on his temple, using her power to soothe him. When she tried to apply her powers into healing his sickness she found she could have no effect. She tried several different approaches, all to no avail. She resigned herself to caring for his comfort as best she could, though his condition steadily declined. As Vera loosened his collar to help him breathe she caught a glimpse of something odd. As she pulled back his shirt a small gasped escaped from her lips. The mans skin had become twisted and deformed, becoming a cracked sickly grey. Vera immediately sprang from the room, seeking Saul. Saul had never encountered such a disease before, the day passing with him trying different remedies to no avail. The strangers condition spread rapidly across his body, no treatments or magic slowing its process. On the third day after the sick man’s arrival, Vera was called to the home of the miner. His wife had seeked her out, franticly insisting that she come and tend her husband straight away. A sense of dread filled her as she approached the man, sick with fever. It did not take long to determine that he too had come down with the mysterious illness. As Vera checked over his body she discovered a patch of the deformed skin, less advanced than she had seen on the elf, but unmistakable. She treated the miner with herbs to help him sleep peacefully, instructing his wife on how to keep him comfortable. Rushing from the house she reported the new cass to Saul. She noted his strained expression but he did not respond to her, brushing past her to busy himself amongst his tools. Vera slept restlessly that night, waking several times to the sound of clinking jars. When morning finally arrived she entered into their common room to see a large travelling bag packed and ready to go. She turned confused to Saul, who was eating a rushed breakfast. Saul told her that the sickness was something beyond his control, that he needed to travel to a nearby town and seek advice from a healer there. He said this healer, a woman named Lorilee Ocano, was much older and wiser, that she would have the answers along with the cure. Saul insisted that Vera stay and care for the sick, that he’d be back in two days at most. In panic she questioned him about what she was meant to do about her medicine. Almost offhandedly, Saul wrote some simple instructions on a piece of parchment and handed it to her. Vera clutched it to her chest as she watched him heft his bag and leave. Two days passed in the village and Saul did not return. The disease spread between all those that had come in contact with it, the contagion active before the symptoms. By the time Saul was meant to return with help, more than two thirds of the population were infected. Saul did not return. It was on the fourth day of his leave, the sixth since the arrival of the stranger, that Vera awoke from troubled sleep to find she herself had a fever. As she washed her face her fingers recoiled in shock. The skin around her left eye had become hard and flaky, upon inspection in the mirror she could see the signs of the disease. It began halfway down her forehead and stretched down over her eye, covering her cheekbone and ending in line with her nose. In a terrified frenzy she began to claw at it. She ripped and peeled the hardened skin from her face, revealing the infected skin below. Frantically she tried to wash it, scrubbing at her raw skin, crying with the pain. Only when no more of the grey skin remained was she satisfied, her face streaked with bloody water as it ran off her to pool on the ground. After bandaging her face she opened the door. Vera stood there for a moment as she viewed the scene before. No sound but the occasional muffled moan broke the silence of the village. A man, Richard Harne, sat half collapsed half leaning against his house. She could see his face was covered with the disease and Vera was unable to tell if he even still breathed. Vera slammed the door shut, clutching her chest. Her breath heaved in and out as panic overwhelmed her. Plagued with thoughts of dying, of her skin drying up her body, she began to fly around the room throwing any herbs and medicine she could find into a large bag. Taking only the essentials of what she needed, Vera once again threw open the door. Guilt buried itself into her soul as she heard the cries of people in pain. Several times she almost stopped herself but the dull throbbing of her own face strengthened her resolve. Quickly she travelled to the north, up river from Canathain, until she found a place to take shelter. For two days and two nights she stayed here. Every morning she would rise, scrub the crusting skin from her face and dress the wound. The rest of the day she would spend searching for herbs and other natural medicines to replenish her stock, being extra aware to how many doses of her medicine she had available. Before going to sleep she would again go to the river, scrubbing her aching skin. On the third day as she unwrapped her face a wave of relief swept her. The skin had began to heal with no sign of the hard, diseased areas. She spent another day in her retreat to be sure, before packing what she had and returning south. As Vera made her way through the ghostly town she was forced to hold her sleeve over her nose. The others who had been infected were not as lucky as she, several of them lying in the street where they had fallen. Their skin was covered in the grey twisted clumps, on others it had eaten through the top layer, the putrid infected flesh beneath visible. As quick as she could she passed through the stench of death that used to be her home. With nowhere else to go she travelled south, hoping to find Saul. Hoping to find answers.
Name: Luke is my slave name, Yogzula is the name I have chosen for myself Character name: Henry Haimus Race: Human Age: 26 Experience: 2 years of DnD.  DM'd two short campaigns (10 sessions each, 4 hours a pop), played in plenty more.  Love RP and interacting with the group and other characters.  I have a thorough understanding of the rules if needed, but respect a DMs right to improvise and modify them where he sees fit. Background: Henry Haimus was not well liked as a child.  He was fat, whiney and didn't like to share.  He spent the majority of his youth getting bullied at the private school his parents made him go to, drowning his sorrows in food and drink, or learning magic from the books he had stolen from his father's study.  Often both at once. During his studies, Haimus took a very clear and distinct interest in enchantment magic.  He thought that if he couldn't make friends like a normal boy, he would make them like an abnormal boy.  During his early years he discovered the ups and downs of enchantment magic the hard way.  For starters, he learned that entry level magic such as "Friends" was only short lived and would provoke its targets after a short time, prompting them to pants you in front of the entire school while spanking you with porkchops whilst chanting "Henry Haimus takes porkchops in the anus" repeatedly. As Henry's mind and abilities became sharper, and his disdain toward people grew stronger, he began using his magic in more nefarious ways.  He started with his high-school crush.  When another schoolboy named Dantecoor, who also happened to be Henry's one and only friend, won the heart of his dearest Jezebel, Henry hatched a terrible plan.  Though he had read that you should never use enchantment magic to make another fall in love, Henry fancied himself a rebel who would not be subject to the rules.   As it was to be, Jezebel fell in love with Henry.  Dantecoor wanted Henry dead.  Henry did not feel remorse, guilt or anything of the sort.  Henry had performed the taboo.  He had liked it... he had loved it. Henry Haimus went on to establish a bit of a name for himself in the area surrounding his small town of Grezwold, as he became known as "Heinous Haimus".  He made small time gang affiliations, extorted local authorities, organized kidnappings for ransom, robbed merchants and even the occasional bank.  It was known that Heinous Haimus was the true baron of Grezwold, for a while, at least. Deep down, eventhough Haimus became considered the embodiment of treachery by those who knew him best, inside he was still a fat lonely child who just wanted to be loved.  Who wanted to feel the companionship of a true friend who liked him for who he was, who did not need to be manipulated into doing so.  A man who could be respected, who could be celebrated as a hero and act as a role model for generations to come.  Perhaps, one day, Haimus could even have a boy of his own.  One that he could teach to fit in with others and make right the failings of his father.  Some would say Haimus is too far gone for any of that, perhaps they are right. Or perhaps.... Well, at least his mother still believes in him, whom Haimus loves dearly and makes certain to write daily.  Though, If Haimus is to prove himself a true hero, he will need the eyes of the world fixed upon him. Then... then they will see his true self.
Name: Finn : Krikoris The Unworthy  Tuesday would be better for me i wouldnt be able to play wednesday  Race: Half Elf  Age: 20 Experience:Started playing 5ed a couple weeks ago played about 6 sessions really enjoying it looking for more games. Class: Warlock or Rogue either would fit the backstory  Backstory: Krikoris is the half elf bastard to a noble high elf dynasty his mother Elaine was the daughter of the lord and was seduced by a human bard a truly charismatic man he remained in the court until it became clear that Elaine was pregnant the bard fled for his own life fearing repercussions from the lord. he made it about 3 miles before being caught and executed by Elaine's older siblings and as for Elaine she was locked in her quarters for the next nine months until she gave birth to Krikoris but the birth didn't go well and she died shortly after giving birth to a baby boy with jet black hair and red eyes a bad omen in anyone's books. As she lay dying she made her father promise to raise the boy and educate him in their ways so that he could look after himself. Krikoris had a natural aptitude for (magic or sneaking and stabbing) though never being fully accepted by his family they had to admire his skill for one so young, When his grandfather died his eldest son inherited his titles and seeing Krikoris as a challenge to his claim he tried to have him killed. But failed and Krikoris was able to escape and has been living off of his skills ever since trying to find work where he can until he can go back take his revenge. 
1489509063

Edited 1489509479
Name : Lee / Tobius Malovek Race : Human Age : 33 Character Age : 57 Experience : 2 years of DND 5E (using Roll20), confident speaker Class : Wizard Backstory You may look at me and think I have no business out in the wilderness, plunging into the depths of long forgotten chambers or navigating the complex workings of this cruel world – but to you I say nonsense! I may seem past my prime but there is life in these old bones and my mind is as sharp as any blade you have cared to wield! Were it not for the ambitions of young men I would be happily be thumbing my way through the old texts of Mularks Descent Into Madness in my favourite chair in the old Hillsticks Arcane Academy library, instead I find myself going over my old notes and watching the local book store like a hawk. It is a sad time indeed when scholars such as myself are cast aside, left destitute due to the ignorance and outright stupidity of those who worm there way up the social ladder, silver tongues tickling the delights of the impressionable. You see, I was a well respected member of the Arcane Academy, I still am to those few you can find wandering about the streets I should dare say – whilst the use of magic was mostly frowned upon we were mostly left alone in our corner of the town, much to my delight. Yet as our Lord grew older, his young son started to take over in his stead – a cold, calculating individual if I have ever met one, and over the years his silent attack on us grew bolder and more outrageous, taxes increased, expansions denied, aid cut off. Promising students that would have made fine additions were left out in the cold, seasoned professors sought other ventures and our very home fell into disrepair. The young king to be finally decleared us an eye-sore and a relic of a bygone era, and we were cast out with nothing but the clothes on our backs and the book sin our satchels. So here I sit, a dazzling light of intellect snuffed out by a boy who was born in the right place at the right time. So what now? Do I let old age slowly creep through and cloud my mind as I rest idle? Nay I say! I shall go forth and restore the Arcane Academy to it's former glory, even if I have to rebuild it brick by brick! No gifted or curious child should be forced into a life of mediocrity, I shall set forth and scour the land in search of artefacts, tomes and treasures – restoring the proud heritage of my beloved school and find a fitting end to my golden years. Addendum Concerning Rolling for stats, would that be roll for STR, AGI, CON etc or roll for six stats and assign as needed? I'd hate to have a STR 18 Wizard with 8 INT.
Same as above, I'll introduce myself and then my character. My name is Aaron, I'm 33, been gaming for about 9 years now. Started in 4E, switched to 5E and in the intervening years have also played and GMed Shadowrun (4e and 5e), MnM, WoD, and FFSW. I'm currently DMing a 5E campaign on Mondays. As a player and a DM I like to explore the world and try to tie the characters to that world. My schedule is semi-flexible, but Tuesday are definitely out (sorry). Good for Wednesdays though. Name: Cali'Zaarah Race: Tiefling (Feral variant) Class: Artificer (Gunsmith Specialist) Backstory: The most striking thing about Cali isn't the the swept back horns, or the long, powerful tail, or the vermilion skin, or even the faint glowing of her silver eyes.  The most striking thing about Cali'Zaarah is that she has all these things as a Tiefling and was raised by Dwarves.  Cali'Zaarah is the daughter of Talem'Zaarah, a human trader who would dealt in rare reagents from his desert homeland across the southern sea. One of Talem's long time customers and friends was Rudrik, the scion and eventual head of the Stariron Clan. The Staririons were renown first for their use of meteoric iron and then becoming a premier artificing clan. After several years Rudrik and Talem's business relationship developed into a strong friendship. Rudrik would invite Talem to see his latest artifice and Talem would regale Rudrik with tales of his travels. It had been some time since his last visit when Talem arrived with a Tiefling woman, Shala, who was his wife. Rudrik was suspicious of the woman, given the reputation of her people, but Rudrik trusted his old friend and invited them both into his home. In time she had proven to be as noble as Talem, and Rudrik grew to admire her as well. One spring day, just as the snows were in their last melt, Rudrik was expecting his friends to pay him a visit. They had sent word ahead of a surprise they wished to share with him, a daughter they had named Cali. But the day of their expected arrival came and went, and then a few days more. Rudrik became worried. They were a seasoned, capable couple, but the roads could still be precarious and perhaps they had some trouble making their way up to Stariron Hold. He set out along the trade road for the nearby port city to see if he could find his friends. He did not have to wait long, for he found their bodies, broken and beaten, their wagon upturned and much of their wares strewn about or missing. Rudrik dropped to his knees and mourned his fallen friends, and just as he was about to seek assistance in burying their bodies he remembered mention of the girl and went searching for body as well. But not far off the road he heard crying in the bushes and there he found a young Tiefling girl, no more than 2. Rudrik decided to take her in as his own. The other dwarf clans protested his adopting of the outsider, and one tainted by devil's blood at that! But Rudrik defended his old friends: Talem'Zaarah was a good a man as any he had met and Shala few equals for her loving nature. Moreover this girl was their kin and he would not abandon her. The clans backed down and the thane acquiesced to Cali'Zaarah's adoption. Rudrik had never intended to make Cali an apprentice, while their was no rule against it, it was widely understood that the secrets of the clan crafters were meant for Dwarves and not outsiders. But in the long days there was still work to do, and few were willing to watch the girl while Rudrik toiled in his workshop. At first it started innocently enough. There was little to do, and Cali wanted to help her adoptive father, so "Cali, go fetch me that spanner." "Cali, Ah need 6 screws from over there." "Cali, could ye prep the lathe fer meh?" And dammit if the girl didn't have a knack for artificing. Before Rudrik knew it, she was a proper assistant and learning the craft formally. This did little to assuage the other clans misgivings, even if Cali was enjoying everything Dwarf life had to offer. This was made worse when designed and crafted her Thunder Cannon. This ramped up the pressure put upon the thane by the other clans, and so he spoke with Rudrik. "Perhaps it is time to send her away, Rudrik." "She is too young, Thane. She isn't at the age of majority yet." "She isn't a Dwarf, old friend. By the time she's 50, she'll be old." "I can't just send her away! She's kin now, and I won't be abandoning her." "Then perhaps on some pretext...?" "I could send her on the Rite..." The thane did not like this solution at first. The Rite was for Dwarves when they reached their age of majority. They would be told to go out into the world and not to come back until they found something to prove their worth. This usually sent the young Dwarves out into the world for many years at least, and some never returned. However, if she did pass the Rite that would make her a full member of the clan, and that would most certainly cause a backlash. But if her Gift was substandard he could always reject her... The thane decided that it was worth the risk and approved of the plan. And so Cali'Zaarah explores the world to find something to prove her worth to her Dwarven compatriots back home.
Hello, my name is Antony I have never really played dnd but I am trying really hard to find a group, I am 22 married and tribes to play with my wife and friends but to no avail. I have read a lot about 5e and watched many games. I am also listening to a dnd podcast daily. Thanks for considering. Tuesday's would be the only day I am available. Anyways thanks!  Here os my character: Frederic Scrolan, is a human lawful good paladin. He is an orphan that was found on the steps of a Temple of Torm on the outskirts of Faerûn. His name comes from a pendant found around his neck. The name had never been heard of and even after the priest did some research, still nothin was found. Frederic was raised by the priest of the temple, where he was taught the fair and just ways of Torm. He spent most of his days at the temple growing up. Where he performed everyday tasks such as cleaning, cooking, working in the fields and gardens, and worshiping. But where Frederic excelled was when it was time to train and learn how to fight. As Frederic grew into a man, he told his adoptive family the he needed, and had the unstoppable urge to help people. He thanked them deeply and set out on his journey of protection and self growth. Frederic is now 32, single, and devoted to help others. He is even more dedicated to Torm then he ever was before. Frederic is 5'11", weighs 190lbs, has olive toned skin, greenish/brown eyes, brown hair, and has a muscular toned build. He is calm and soft spoke, always willing to help. He always puts those in need first. But although strong Frederic does have a real fear of heights, anything above 20 feet will do it.
This sounds PERFECT. &nbsp;I've been looking for a Tues/Wed game for a while now. &nbsp;I would love to join you all. I've character levels 1-3 already prepared should you want that. I would actually prefer to roll a new class/race to fill in a party gap (I enjoy character building a lot). Perhaps a Bard?&nbsp; Please let me know as soon as you can, I'd appreciate an email ( <a href="mailto:BillTheBourbon@gmail.com" rel="nofollow">BillTheBourbon@gmail.com</a>). Name: Bill C. (28 y.o.) Experience: Running two separate campaigns at the moment, and looking for a weekday game! Love RP and action both, and enjoy GMs with a healthy dose of humor mixed in with the RP. &nbsp;Also GM for a Shadow of the Demon Lord game once a month. PC: Kova Atvar Race: Human (variant) Class: Cleric - War Domain Deity: Olidammara (The Laughing Rogue) Background: Sailor (Chaotic Neutral) The sea - she is a fickle thing. I happen to know what she likes. I've spent years working the decks, and it's all thanks to The Laughing Rogue. Perhaps if you are lucky, I'll tell the story of how I ended up there. Let's just say there's a stowaway, a swindling merchant, and a thankful captain. Oh, and one hell of an education in fermented grapes. I'm an avid studier to this day, in fact. Olidammara, The Laughing Rogue, is a fickle god. He first cast his gaze on me as a young man, and life has been sweeter ever since. Olidammara delights in the finer things: wine, women, and a good gambit. Turns out we have a lot in common! Description: Life on the decks of a ship have given this kind-eyed man a leathery, copper skin seems framed in premature lines. Light-brown hair is drawn back with bold streaks of gray. A single tattoo is visible on the side of his neck - a reveler's mask that looks as if it were laughing. Though lean and lithe in stature, Kova is a man of force rather than finesse. .