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Old 10-04-2020, 03:03 PM
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The Lost Caverns of Tsojcanth

Game Name: The Lost Caverns of Tsojcanth
Theme: Wilderness Exploration & Survival and Megadungeon Delve
Flavour: Old School AD&D Adventure Converted for 5e


Introduction
The Western Heartlands of the Realms stretch from Baldur's Gate in the west to Cormyr in the east. Towards the eastern side lies the city of Iriaebor, ruled over by Lord Bron. Under the direction of High Lord Dhelt of Elturel - allegedly working with the secretive group known as the Harpers - Lord Bron has been searching for the Lost Caverns of Tsojcanth. Agents of Lord Bron have recently obtained information leading them to believe the caverns are located in the southern half of the Sunset Mountains, approximately midway north-south. The mountains are known to be home to dwarves, gnolls, ogres, giants, and dragons.

700 years ago, the incredibly powerful archmage known as Iggwilv came to power in her home country of Thay. Forsaking the ambitions of her fellow Red Wizards, she dropped the mantle and trappings of that organization and struck out to make her legacy. Skilled and learned in the art of summoning and binding extraplanar creatures, particularly denizens of the Abyss, she sought out a place where she could carve out a seat of power and rule. Her research led her to discover the legend of the Caverns of Tsojcanth - which according to legend was a rare location in the Prime Material Plane where the boundaries between it and other planes were particularly malleable. She spent years searching for the caverns before discovering them.

Already an incredibly powerful summoner, Iggwilv summoned and bound demons and elementals to her will, using them to gather the local gnolls, ogres, and giants together into an army. Her army swept through the lands to the west of the mountains, bringing back supplies, treasure, and slaves. For over 40 years Iggwilv was the scourge of not only the Western Heartlands but all the surrounding provinces.

Her arrogance led to her eventual downfall, as she attempted to bind more powerful demons to her service. She attempted to bind the demon lord Graz'zt, having discovered his true name, but severely underestimated his power. He broke her binding and protective circle and surely slew her, putting an end to her terror.

Stories circulated for generations about the caverns and many fortune hunters searched for the caverns in vain. Eventually, even the location of the mountains where the caverns lay was forgotten, leaving the only clues remaining in a few old tomes of lore.

Now, Lord Bron has recruited you and a party of well-known Heroes of the Realm to locate the exact location of the Lost Caverns of Tsojcanth and recover a set of particular items which he and the Harpers believe remain somewhere within, waiting to be claimed.

The first of these items is Daoud's Wondrous Lanthorn - an artefact "wrought from the finest yellow gold," and its "beautifully crafted framework is set with huge jewels and crystal lenses." It was said to create an unwavering pure flame, and be fueled by crushed gemstones - with a great deal of powerful magical effects created depending on the gemstones used and which lens focused its light.

The second item is more sinister - Iggwilv's Demonomicon. This tome is filled with her research on the summoning and binding of demons. Such knowledge could be incredibly useful to a champion of good - or incredibly dangerous if it fell into the wrong hands. It is therefore imperative that you recover them and return the to Lord Bron where they can be distributed to safer locations where their powers can be used for the benefit of the Western Heartlands

Although Lord Bron has recruited you and your companions on behalf of Elturel, Iriaebor and the Western heartlands, he has warned you that you are not the only group searching for these powerful treasures. His agents report that both Queen Raedra Obarskyr of Cormyr and the Noble Merchant Families of Amn have also either realized the location of the Caverns, or are close to doing so, and have begun to assemble their own adventuring parties to recover the lost objects for their use. It is therefore imperative that you achieve your goals as quickly as possible - lest others beat you to them.

The journey to the caverns will be days to weeks-long over difficult terrain. As such, you have provided with two weeks of food and drink, two mules to carry provisions and equipment, and special mountain horses - who are bred for superior strength and stamina. You are also granted permission to keep any money or other treasure obtained from the Lost Caverns or the adventure there; except for the Lantern and the Demonomicon. You will also be provided with a sum of gold pieces for whatever items you return to Lord Bron - when you return - in addition to the reward for the recovery of the Lantern and the Demonomicon.

Lord Bron has also granted you two other things to help on your quest. One is a map created by his cartographers. An examination of the map reveals that the track through the mountains has numerous branches. At the end of each track is a number, evidently standing for something unknown. The agents of Lord Bron cannot tell you anything about their significance, except that it is likely that at one of the sites are the caverns you seek. The map is incomplete, for from what you know of this part of the world, there are mountains where nothing but blank space is shown on the chart. With this map, you must somehow find where the treasure is hidden. The more direct your route to the caverns, the less the likelihood of injury or death from the many perils of the journey.

 


One of you also carries a scrap of parchment with a bit of comic verse composed in an irregular rhythm.doggerel on it that might be a clue, or it might be of no use whatsoever, save to mislead you.

 


After a journey of seven nights, your band has reached the foothills of the Sunset Mountains without incident. Before you is the winding path leading into the grim mountains; behind is the escort of horsemen riding south for home. Fortunately, you have sure-footed, mountain-bred horses given to you to assure a swift passage to your destination. Vellum map secured safely, there is nought else to do but proceed with the quest to find the Lost Caverns of Tsojcanth.


Application
For those not in the know, The Lost Caverns of Tsojcanth is an adventure module by Gary Gygax and published by TSR in 1982 for the first edition Advanced Dungeons & Dragons (AD&D) rules. It was originally a tournament adventure that Gygax wrote for the 1976 WinterCon V gaming convention.

This adaptation to 5e is not my own - it is based on the work of Stan Shinn of the DM's Guild. It has the module as written, with the various monsters, NPCs and traps replaced with their 5e equivalent. I am also using a suggested alteration to place the Caverns in the Forgotten Realms - nothing against Greyhawk but Faerun is the default 5e setting and I am a little more familiar with it than Greyhawk.

This is an old school adventure, so there a few key elements to the design and approach. First - as you can probably tell by the introduction - we're launching the adventure straight at the action. I'm assuming your character has already agreed to help Lord Bron and travel with the rest of the PCs and we begin as you enter the Sunset Mountains - the Hex on the map just above the arrow pointing Southeast. From here, your first task is to find the location of the Lost Caverns, which may or may not be indicated on the Map already.

The first part of the adventure is a hex-crawl/wilderness adventure. You need to locate the caverns and survive until you do. You have 2 weeks worth of provisions to do so, and may also need to hunt and forage if needed, while dealing with possible dangers or complications within the mountains

The 2nd part of the adventure is the Lost Caverns of Tsojcanth themselves: a megadungeon that will likely take time to navigate. The dungeons have their dangers - in addition to mystical traps and wards that may need to be solved. After all, there's a reason nobody else has been able to recover the Lanthorn and the Demonomicon in 700 years.

Finally, there's an extra complication in that other adventurers are likely also on the trail of the Caverns, seeking the items for their employers - or perhaps for themselves. You can't be entirely sure how many rivals you may have, or if you'll run into them...

XP will be primarily awarded based on solving challenges - including puzzles, traps and encounters with NPCs or monsters. Be warned that there may be some potential combats which will have overwhelming odds which you might want to solve with stealth, deception or diplomacy. Running in blindly is not always the best approach. There's a good chance you may level up during the adventure, so for immersion's sake, I'd recommend thinking about what you want to do for your next level so you can roleplay out training or preparing for that during your downtime at camp. At the same time, don't get too attached to your characters - many searching for the Lost Caverns of Tsojcanth and the treasures within have come to a grizzly end...

As this is an older school adventure, there are times where alignment might come into play. I'm not going to play this too straight - no stripping paladins of powers for annoying the GM or having all orcs be mindless evil robots - but you should have an alignment you broadly think your character will fit into for if it does come up.

We are starting at level 7. By 5e standards, that makes you Tier 2 - Heroes of the Realm. So factor this into your backstory: your character should have some degree of fame throughout Faerun and while you may not be the strongest adventurer out there, you are certainly not a novice and have likely done some things to earn your fame (unless you've been deliberately keeping that stuff quiet...).

You start with 500gp plus 1d10x25gp and normal starting equipment. You can spend this as you wish on regular equipment. You also get one uncommon magic item for free - something you picked up during your adventures (or that you started with). You can buy other magic items if you wish, using the prices on this list


Some Potential Motivations for Your Character
I'm basing these on alignment and Factions of the Forgotten Realms, but feel free to come up with anything else.

Alignment
  • GOOD: Pretty straight forward - the Denomicon and the Lanthorn are both capable of a great deal of damage if they fall into the wrong hands.
  • EVIL: Another pretty straightforward one - the Denomicon and the Lanthorn are powerful objects to own. Of course, you'll have to figure out a way to renege on your deal to return them to Lord Bron... probably best not to let the other people in the party know of your intentions then.
  • LAWFUL: This can have a lot of reasons. It can overlap with good - you want to keep such chaotic items from being used except by the proper authorities. You may be a citizen of Elturel, Iriaebor or somewhere else in the Heartlands and have an oath to your liege, or be part of an organization with an interest in acquiring the items. Or maybe you just think you are the proper authority yourself?
  • NEUTRAL: True Neutral is probably the hardest one for me to think of motivation for. If you're someone dedicated to maintaining balance, you may seek to prevent the items being seized by representatives you may use them to upset it or perhaps be more interested in the unnatural magic of the Caverns themselves - perhaps seeking a way to close or negate their connection to other planes completely.
  • CHAOTIC: There's going to be a lot of treasure and fame to be gained from this escapade...

Factions
  • The Harpers: The harpers already clearly have an interest in this expedition, is the rumours of them being behind approaching High Lord Dhelt of Elturel to commission this whole thing. Perhaps you have been sent to make sure things run smoothly.
  • The Order of the Gauntlet: Securing the foul Demonomicon of Iggwilv - and hopefully destroying it - would be a decisive blow against the evils of the world
  • The Emerald Enclave: Not only are the Lanthorn and the Demonomicon capable of chaotic magic that could wreak havoc on the natural order, the existence of the caverns themselves is a threat. A representative of the Enclave may have a secondary objective to try and negate the planar magic of the Caverns, or permanently seal them to prevent others using their magic.
  • The Lords' Alliance: With several rival rulers competing for control of the items, the Lord's Alliance would be less interested in taking any particular side and more interested in contacting and opening communications with people dwelling within the Sunset Mountains - as it is rumoured there are some small but wealthy settlements there that could be useful for establishing trade. Envoys of the Lord's Alliance may use this expedition as a convenient cover to scout such communities and determine their usefulness as allies - or potential threat as enemies.
  • The Zhentarim: Unlikely to openly talk about their desire for them - the Zhentarim nonetheless would certainly have a deep interest in any powerful magical items they could get their hands on.




Application Template
Name:
Race: We're in the Forgotten Realms, so pick a race that makes sense. However, if you can justify something existing - like a Warforged that is a creation of the gnomes of Lantan - go for it.
Class: See Above
Alignment: (You may keep this secret from other players - although maybe write some other alignment you're pretending to be here then.)
Mechanical Background:
Appearance:
Personality:
7 Step Background:
  • Step 1: Write 5 background and concept elements that you feel are important to your image of the character. One of these should include where they are from.
  • Step 2: List 2 goals; one should be your character's goal. The other should be a goal you have FOR your character.
  • Step 3: List 2 secrets. One your character knows and one they do not.
  • Step 4: Describe 3 people that are tied to the character. Two should be friendly. One should be hostile.
  • Step 5: Describe 3 memories, mannerisms, or quirks that your character has.
  • Step 6: List your character's personality trait, bond, ideal, and flaw.
  • Step 7: List 2 things that make your character afraid and 2 things that give them hope.


Additional Information
Accepted Players: 6
Posting Rate: 1 to 2 per week. I try to do updates on the same day each week if possible. As long as 3 out of 6 players have responded, I will move the game forward. If we seem to have lost players, I will look to recruit new ones
Discord: I've heard DM's like to use this now as a faster response OOC thread. I'll be trying it out
Roll 20: Will be used for maps and combat. Dice rolls will be done here however - Roll 20 is purely for moving tokens and such
Ability Scores: 27 points buy.
Free Feat: Everyone gets to pick a free Feat at 1st level (see the homebrew below for the Allowed Feats List). You can still play Variant Human for the ability scores and skill proficiency, but you don't get the bonus feat
Accepted Materials: PHB, SCAG, XGTE, VGTM, MToF are all immediately approved. If you want to use a class/race/background from another source - check with me first. As with my warforged example above, some stuff can be justified in the Realms pretty easily. Other stuff - like the Simic Hybrid - not so much. No homebrew (barring my own homebrew rules of course). Check with me about UA if you want to use it.
Homebrew Rules: I have a fair amount, all in a google document here. The basic ones are under Homebrew Rules. Most of the others are tweaks or reworks to various class archetypes or races I find underpowered. Most of these I have tested, but be aware like all homebrew it is liable to change.


About Me
I've been on and off rpgcrossing for a while now - usually due to health issues. This has probably been my longest break - and a most severe bout with illness. I'm a bit rusty after more than a year away, so apologies in advance for that. However, I love TTRPG's and am looking forward to getting back into it now that things finally seem to be improving.


FAQS
(either of me or Lord Bron - presume you asked him before you left)

Q: Application date?
A: Will update with an official date as soon as I get an idea of interest in the campaign.

Q: Does level up require finding trainers, spending downtime, etc.
A: Levelling up will be instant. Gain enough XP, you go up a level. In-game, assume that you are working on training and studying when you make camp - so if, for example, you want to multiclass maybe include in your backstory indications of what your character plans to do

Q: How will XP be awarded?
A: XP will mostly be awarded for making discoveries and/or dealing with encounters in any way. This includes non-violently - if you use stealth, diplomacy or trickery to avoid conflict you still get XP. You also get it for solving puzzles and traps.

Q:Won't there be a lot of group conflict if everyone has different goals?
A: I am going to factor potential conflict in when taking apps - I will prioritise group cohesion so the whole group may end up with the same goal. I mostly made the suggestions for personal motivation above as by default the adventure sort of just assumes you're going to go along with Lord Bron - which is kind of boring IMO.


Application Table
PlayerCharacterRaceClassStatus
danabMargery LatheHumanSwashbuckler RogueWIP
spireOstian TaitosHumanPaladinComplete
JaredSynSunuwarHalf-OrcTotem Warrior BarbarianComplete
NekoRadianceProtector AasimarCelestial WarlockComplete
triedtherestKoilHumanClericComplete
TrequsDurran MistforgedDwarfTrickery Cleric 4/Arcane Trickster Rogue 4Complete
DargosFizdish SnifflesnaperRock GnomeDivination WizardWIP
mushroomsliceMehmed Il-UisloikHumanWild Magic SorcererComplete
GhrimmBastyan NightbreezeWood ElfFour Elements MonkComplete
TrmmilwwiKyhler CormaerilHumanPurple Dragon Knight FighterWIP
ClawsomeVanya WindrunnerPallid ElfRanger 5/Fighter 2Complete
DrachenspiritKysthanaHalf-ElfCollege of Swords BardComplete
SnakeOilCharmerCelsys IrrenwortGnomeEldritch Knight FighterComplete
PalladiaMorsPyrrah FlamelashHalf-DragonSorcererComplete


DUE DATE: 19th of October - But please let me know if you need more time

Last edited by Arachobia; 10-20-2020 at 04:54 AM.
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Old 10-04-2020, 05:02 PM
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Welcome back, I hope that you continue to be in good health.

I couldn't access the Google doc, it said that I didn't have access.
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Old 10-04-2020, 06:40 PM
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Originally Posted by triedtherest View Post
Welcome back, I hope that you continue to be in good health.

I couldn't access the Google doc, it said that I didn't have access.
Thanks for telling me. It should be fixed now
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Old 10-04-2020, 08:40 PM
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Looks like one of the great old school adventures!

Just a few questions.

IF we level...are you going to require "training" and "trainers" and paying them a ton of gold? Or is it going to be something like.....1 long rest and we are level 8?

We are running XP and not milestone?

Is Discord going to mandatory? I don't use it, but I am willing to download the app.
Will we be bouncing back and forth from Roll20 to here? Or will you link the maps from Roll20 to here?

I can't see/download the google docs for the house rules.

Oh and welcome back!
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Old 10-04-2020, 09:02 PM
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If you want to make it visible to others using the link, you have to set it to 'anyone with the link can view'

Attached an image to show what it should say

Consider me interested :P
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Old 10-04-2020, 10:12 PM
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It feels like each character is going to have different goals (in relation to why they want to obtain the magical items), and I'm worried that it'll essentially become every-man-for-himself once the items are in view. Is this the goal, or are you planning on letting only 1 or 2 backstabbers into the group?
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Old 10-05-2020, 12:45 AM
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Originally Posted by Neko View Post
If you want to make it visible to others using the link, you have to set it to 'anyone with the link can view'

Apologies again, I was trying to do this on my phone which was not cooperating. It should be fine now.

Quote:
Originally Posted by Dargos View Post
IF we level...are you going to require "training" and "trainers" and paying them a ton of gold? Or is it going to be something like.....1 long rest and we are level 8?
I'm going for the latter option. In-game, assume that you are working on training and studying when you make camp - so if for example, you want to multiclass maybe include in your backstory indications of what your character plans to do

Quote:
Originally Posted by Dargos View Post
We are running XP and not milestone?
Yes. There's a fair amount of randomness to the overland travel and traversing the dungeon - so XP will mostly be awarded for making discoveries and/or dealing with encounters in any way. This includes non-violently - if you use stealth, diplomacy or trickery to avoid conflict you still get XP. You also get it for solving puzzles and traps.

Quote:
Originally Posted by Dargos View Post
Is Discord going to mandatory? I don't use it, but I am willing to download the app.
Discord seems to be a new thing a lot of GMs have taken to on this site while I was away. I'm given to understand it's useful for quick-OOC responses. Not necessarily mandatory, but may make things flow smoother.

Quote:
Originally Posted by Dargos View Post
Will we be bouncing back and forth from Roll20 to here? Or will you link the maps from Roll20 to here?
Sort of. The idea is to use Roll20 as a visual for combat maps so that players can move their tokens around etc. For static maps - like the overland map - I'll probably just link them in the forum.

Quote:
Originally Posted by spire View Post
It feels like each character is going to have different goals (in relation to why they want to obtain the magical items), and I'm worried that it'll essentially become every-man-for-himself once the items are in view. Is this the goal, or are you planning on letting only 1 or 2 backstabbers into the group?
Funnily enough, old school modules often did end up in a backstabbing free-for-all once the goal was in sight

On the GM side, I'm going to factor in goals and reasons for wanting to do the quest and I will be aiming mostly for group cohesion. So no, I'm not going to fill the party with treachery. I may not even have any traitors at all. Motivation wise, I wanted to provide some suggestions besides the vanilla "I do as Lord Bron says" the default module as written basically forces players to adopt (hell, it even has a whole thing about how you're going to pay taxes on the treasure you find)
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Old 10-05-2020, 07:17 AM
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Weird conflux of seeing the game thread and having an image that inspired the character.

Very WIP

Character Application
left-aligned image
Name: Margery Lathe

Race: Human

Class: Rogue- Swashbuckler

Alignment: Neutral Good

Mechanical Background: Courtier

Appearance: Margery, or Margie for short, is a willowy woman who looks takes after her mother with her curled brown hair, ebony eyes, and almond skin. Though she dresses simply in a blouse and pants, their quality marks her as every bit the aristocrat that she's usually surrounded by. To top it all off she usually wears a coat of some sort, a favorite being the brocade green silk sleeveless coat she currently wears. Its loudness is almost enough to distract from the gleaming rapier and dagger on her belt...

Personality: Margie is charming and confident with a sense of style that she often displays, to devastating effect, in the twin arenas of combat and conversation. Her cool temper and accepting outlook have served her well in dealing with the many pitfalls of the Lords' Alliance. For instance, her high morals tend to clash with the Alliance's more unscrupulous members. Luckily she's in the perfect position where her obligations can be married to her ideals and tempered into purpose.

7 Step Background:
 

 

 

 

 

Step 6: List your character's personality trait, bond, ideal, and flaw.
Step 7: List 2 things that make your character afraid and 2 things that give them hope.

Last edited by danab; 10-10-2020 at 05:33 AM.
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Old 10-05-2020, 12:10 PM
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Questions:

-Would it be acceptable to play a Protector Aasimar (VGM)?

-Is the Court of Stars considered a thing at this point? Specifically, if my backstory were to include connections to Faerinaal, would that be alright?
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Old 10-05-2020, 12:19 PM
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Questions:

-Would it be acceptable to play a Protector Aasimar (VGM)?
Sure, anything from VGTM is fair game

Quote:
Originally Posted by Neko View Post
Is the Court of Stars considered a thing at this point? Specifically, if my backstory were to include connections to Faerinaal, would that be alright?
I'm not very familiar with it, but I'm ok with it being a thing in your backstory and your character having connections to Faerinaal
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Old 10-05-2020, 12:45 PM
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Name: Ostian Frume
Race: Human
Class: Paladin
Alignment: Lawful Good
Appearance: Ostian wears his armor too much. He keeps it clean and polished, and only takes it off for baths and sleep. When he takes his helmet off, he has piercingly blue eyes and nearly-white blond hair. If you look close, you can barely see a few strands of facial hair. It's far too light and wispy for a full beard of hair, much to Ostian's chagrin.

Personality: Ostian is bold, brash, and focused. He idealizes heroes of days past, and wants to make a legend of himself. He loves the thrill of battle, and has spent years training with the sword. He desperately wants fame and power, and aggressively tries to maneuver himself higher politically. He mostly views others as pawns to be used to help him advance.

Background:
  • Ostian was raised in Enturel by Ontharr Frume, a paladin of the Order of the Gauntlet. Ontharr was a good father, and tried to teach him to be honest and just. However, as Ostian grew up bullied, quickly learning how to stand up for himself and "teach" others to leave him alone. Ontharr, hoping to help Ostian (both physically and morally), put Ostian in paladin lessons from the local temple to Torm. Ostian was talented, easily grasping advanced techniques and dueling concepts.
  • As Ostian trained, he learned about weekly dueling matches held by the Order of the Gauntlet. Ostian quickly rose to the top, and started attending other regional competitions. He earned the nickname Blacktooth after taking a punch the face in order to score the final hit of the bout then grinning to show a mouth full of blood-soaked dirt.
  • After a particularly long and tiresome bout, Ostian spotted Shay. With elvish ears peeking out of her long flowing hair, Shay was the most beautiful thing Ostian had ever seen. She and her family were traveling through on their way back their home to Evermeet. The two spent the next few days doing everything together and enjoying each other's company. However, despite their budding relationship, it was not meant to be. Ready to get moving again, Shay's family whisked her away. Ostian decided he would become an emissary and make his way to Evermeet.
  • Ostian started petitioning his father to let him start taking responsibilities. After much begging and pleading, Ontharr decided to let Ostian travel to Greennest to aid and oversee the rebuilding of the town after a recent dragon attack. The caravan was attacked by bandits, but Ostian and his guard managed to fight them off after suffering heavy losses. After several weeks, they finally ended up in Greennest, in worse shape than the town they were sent to help.
  • Ostian spent the next few months helping to rebuild the city. One day, he received a letter from his father: "Son: Your presence has been requested by Lord Bron. He wants you to travel and help retrieve several valuable magical items from the Sunset Mountains. This is critically important for keeping good relationships with The Harpers. Please travel there at once and report". Hoping this to be his big break, Ostian made his way to Iriaebor.


Goals:
  • Ostian wants to be viewed as a hero, and to find his love Shay.
  • Ostian needs to accept his faults. People are not pawns, and there is more to life than fame and glory.


Relationships:
  • Ontharr Frume. Ontharr is a paladin and a delegate at the Council of Waterdeep. Ontharr demands a lot from his son and from himself. He is a staunch believer in honor and justice, but hopes his son will look past his vain ambitions.
  • Lyla Meningil helped train Ostian as a child and is the quartermaster of the caravan to Greennest. While they hostile to each other, Lyla is harsh with Ostian as she believes he can be so much more.

Memories/Mannerisms/Quirks:
  • Ostian has lost very few duels. One in particular is memorable: The score was 4 to 1, and Ostian was backing his opponent into a corner, ready to score the final point. However, as he thrust, he lost his footing and fell flat on his face. While the battle didn't immediately end after that, he was unable to regain focus due to embarassment.
  • Ostian will debate philosophy with those around him. He loves asking the hard questions, but doesn't always care to listen to the responses.
  • Ostian has named his sword Jugger.

Last edited by spire; 10-09-2020 at 10:36 AM.
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  #12  
Old 10-05-2020, 12:46 PM
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Name: Sunuwar
Race: Half-Orc
Class: Barbarian (Totem Warrior (Bear))
Alignment: Chaotic Neutral
Mechanical Background: Outlander
Appearance: Sunuwar looks more like her Orcish ancestors than her human ones. She had the grey skin of her orcish brethren and her large size and build from years of hard physical training and living. She had brown hair typically worn in matted dreadlocks kept back and out of her face. She tends to wear little in the way of clothing preferring to be unrestricted by cumbersome clothing. She has tusk like teeth that jut out from her lower jaw once again like her orcish ancestors.
Personality: Sunuwar is a determined and riven young woman. Her years growing up among the orc's having hardened her to life as a whole. She is accustomed to having to defend herself on an almost daily basis against the males of her tribe eager to make her a conquest. She has pushed herself though driving her body to its limits hardening and preparing herself. No one determines her fate but herself and she will not bend knee to anyone who she feels does not deserve it. The past years have softened her somewhat to the other races having discovered one her own what each is like. Still the way people react to her can set her into a foul mood quickly and once there can lead her to violence the only tool she has had during her upbringing to protect herself. She has not had much in the way of opportunity to establish friendships but is open to those who treat her with respect.

7 Step Background:
Step 1:
1. Sunuwar has traveled a great distance since leaving the Orc tribe, eager to find her own path. Departing the Endless Wastes where she was raised.
2. She comes across quite brutish in nature after all she was raised by Orc's or raised herself among Orcs however you choose to view it. She resorts to violence more often than not if challenged.
3. Due to her upbringing she does not hold to social graces in fact they are almost entirely lost upon her.
4. Growing up she had no one she could call friend, in her travels though she has made some as result she is open to the idea and she is dedicated to them. If someone messes with her friend they might as well be messing with her.
5. Sunuwar had to fend off male orc advances since she came of age, something that left her with a resentment towards aggressive men. She is quick to show her mettle in the presence of a male who thinks he is dominant.
Step 2:
1. Sunuwar wants to become great warrior and one day rule her own tribe or clan.
2. To see her develop and learn that not all are out to get her or take advantage of her. She is accustomed to not trusting others and being able to grow in that regard is important, and may even alter her goal.
Step 3:List 2 secrets. One your character knows and one they do not.
1. Sunuwar does not know it but her mother actually escaped her orc captors not long after giving birth to Sunuwar. The woman had no choice but to leave her daughter behind, but regrets doing so.
2. Sunuwar holds her chastity to herself, and jokes crudely about such things as a way of deflecting her inexperience.
Step 4: Describe 3 people that are tied to the character. Two should be friendly. One should be hostile.
1. Aeolyn Kelsin, is Sunuwar's mother. She has never met the woman and has no idea whatsoever that she is even alive, having never been told much about her mother other than she was human.
2. Gorax was one of Sunuwar's agressors, he had made several attempts to take her as his own, each refused by Sunuwar, using the only tool she had violence. He still desires her, but does not know where she has gone, and as much as he desires her he despises her as well for making him appear weak besting him in physical challenges.
3. Henrick Gastin was one of Sunuwar's past party members a dwarven fighter that became one of her closest friends. Henrick returned home to the Mithril Halls, but promised Sunuwar if she ever needed a place to rest her head she had one.
Step 5: Describe 3 memories, mannerisms, or quirks that your character has.
1. Manners do not maketh Sunuwar, she is to this day still lacking in what most consider good manners. It is something she cares little about so has made little effort to change. Of course in some instances she is better behaved than others.
2. Sunuwar has a single memory of the woman she believes was her mother her father having told her she died. It is not necessarily a fond memory but she has a mental picture of the woman in her head still.
3. SUnuwar has had visions in her sleep of a coming disaster, and even when awake is alert for any sign of that which she has seen in her dreams often seeing signs of the disaster's coming even during her waking hours.
Step 6:
Personality Traits
I’m driven by a wanderlust that led me away from home.
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideals
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Bonds
I suffer awful visions of a coming disaster and will do anything to prevent it.
Flaws
Violence is my answer to almost any challenge.
Step 7: List 2 things that make your character afraid and 2 things that give them hope.
1. Sunuwar has occasional visions of a great disaster, these visions haunt her even during her waking hours for some time after having them.
2. Sunuwar is terrified of losing her independence, and being forced to do as someone else directs.
3. Having grown up in such a difficult environment among orc's, Sunuwar has found hope in her time with the other races. Learning that life is not like it is among the orcs everywhere.
4. Each time Sunuwar overcomes a difficult time it gives her hope that the disaster she dreams about may be avoided entirely for herself and everyone else.
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Last edited by JaredSyn; 10-05-2020 at 01:04 PM.
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  #13  
Old 10-05-2020, 12:54 PM
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Name: Radiance
Race: Protector Aasimar
Class: Warlock (Celestial)
Alignment: Chaotic Good
Mechanical Background: Folk Hero
Appearance: Radiance appears to be an attractive human until you meet her eyes. A shocking blue of the kind you'd see when lightning strikes, they are without pupils and glow softly. Her hair is a honey blonde, wavy and falling to the middle of her back, and her skin light but not pale. She wears plain leather armor more often than not, but likes to liven up her appearance with colorful mantles. She is thin but not without feminine curves, and her days spent fighting show in the tone of her musculature.
 

Personality:
While she prefers to view life through a tolerant and at times jovial lens, Radiance is perfectly capable of the seriousness required to devote her life to taking out the evils of the world. She is down to earth, prefers dependable sturdiness over fancy trappings or elaborate appearances, and isn't afraid to get her hands dirty (literally). She serves a higher power than any mortal man, but that doesn't make her cocky or irreverent, and while she may be a bit coarse, her sincere nature often wins over anyone who would be put off by it.

7 Step Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. One of these should include where they are from.
  • Radiance was born to farmer parents in Secomber. She was cherished by both her parents and their neighbors, and grew up as part of a solid and loving community.
  • When she was a teenager, she formed a pact with Faerinaala celestial, swearing to serve his interests in exchange for the power to defend her community from marauding monsters.
  • Once the threat was dealt with, her new patron instructed her to leave her home and seek out evil, to root it out and destroy it where possible, and to aid others who do the same. This has predominantly led to hunting down summoned fiends and their summoners.
  • In between adventures, Radiance can be found either enjoying the company of friends in cities and towns she has visited, or back home visiting her parents and helping around the farm.
  • Although her power comes in the form of magical prowess, she likes to work with her hands and as such commonly manifests her will as a physical weapon she can wield.

Step 2: List 2 goals; one should be your character's goal. The other should be a goal you have FOR your character.
  • Character's Goal: To earn her right to become part of the Court of Stars and serve eternally.
  • My goal for her: To have her experience hardships that make her question her actions/motivations, and for her to either break or flourish as a result.

Step 3: List 2 secrets. One your character knows and one they do not.
  • Known: She relishes killing her enemies, and worries that something is wrong with her as a result.
  • Unknown: Her aasimar heritage is from Faerinaal himself, who took at least one mortal lover before becoming Morwel's consort.

Step 4: Describe 3 people that are tied to the character. Two should be friendly. One should be hostile.
  • Adrian Feldero. A human Harper she once traveled with on a quest to destroy a group of devil summoners. They visit when she's in his area.
  • Lorrin Cloverfoot. A halfling farmer she grew up with. Is interested in her, and helps out her family while she's away.
  • Delores Jaskar. A human demon summoner who got away. Holds a nasty grudge and wants her dead.

Step 5: Describe 3 memories, mannerisms, or quirks that your character has.
  • She remembers the rush of power that flowed through her once she made her pact for power. She sometimes dreams of it, and wishes she could relive the experience.
  • She isn't well versed in fancy manners, and sometimes says or does something offensive. Only her obvious lack of malice has kept her from any number of altercations.
  • Despite her family upbringing and good nature, she has never had interest in forming a lasting relationship with someone and prefers casual encounters, preferably while carousing.

Step 6: List your character's personality trait, bond, ideal, and flaw.
  • Personality Trait: If someone is in trouble, I'm always ready to lend help.
  • Personality Trait: I'm confident in my own abilities and do what I can to instill confidence in others.
  • Bond: I protect those who cannot protect themselves.
  • Ideal: Respect. People deserve to be treated with dignity and respect.
  • Flaw: I have a weakness for the vices of the city, especially hard drink.
Step 7: List 2 things that make your character afraid and 2 things that give them hope.
  • Fear: Radiance fears her bloodthirst in battle. She worries it makes her unworthy of her patron, and that he will turn away from her one day.
  • Fear: She worries for her family back home. Without her there to defend them with the power she bargained for, she is afraid she'll return home one day and find them slaughtered by something she could have prevented.
  • Hope: The fact that her patron has invested his time and power in her gives her hope that a- she is worthy of it, and b- that the constant summoning of fiends into her homeland is able to be stopped, or at least controlled.
  • Hope: Seeing her parents' love for one another every time she returns home and knowing her patron has a similar relationship gives her hope that she won't be alone for eternity once she joins him in the Court of Stars.
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Last edited by Neko; 10-06-2020 at 08:02 AM.
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  #14  
Old 10-05-2020, 05:10 PM
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Name: Koil

Race: Human

Class: Cleric (Trickery Domain)

Alignment: True Neutral

Mechanical Background: Guild Artisan

Deity: Waukeen


Appearance: Distinctly average in both height and looks, his naturally bald head is covered in any one of the wigs he carries, and he seems to change his "favourite" one every day! He also can never seem to pick a particular personal style either, as he seems to change his clothing style on a whim.
Personality: He never seems happy with himself, how he looks, or (especially) his economic position! He tries to make up for his naturally forgettable appearance with an excess of fashion choices (always changing) to colourful personality quirks (likewise!)
7 Step Background:
Background and Concept Elements
- Until his mid to late teenage years, he was a slave to a moderately successful dockside merchant in Calimport.
- Through hard work, and a little persuasion, he was able to barter for his freedom.

- He was able to make a meagre living by working as a clerks assistant and peddling junk in his spare time.

- His ability to be able to sell even low quality goods eventually drew the attention of the Clergy of Waukeen, who saw great potential in him and ordained him as one of them.

- While he has not exactly made a phenomenal amount of money as a merchant, his trading career has had high points of notoriety, such as the time of one of the most severe Winters in memory had blocked off the small Cormyrn border town of Lundford from anywhere else, the people were on the verge of starvation when Koil found his way through a mountain pass and delivered the food and supplies.

Goals:
- Character: Acquisition of money, and live long enough to spend (or of old age, but still rich!)
- Mine: To pull off playing such a quirky character!
Secrets
- He knows: How to contact the Zhentarim, but does not trust them far enough to strike a deal with them
- He does not know: Armenti (the former slave) is still out for his blood. Koil has actually forgotten the man even exists!
People that are tied to the character:
- Friendly: Mayor Archibold Quist of the town of Lundford is eternally grateful to Koil, for saving his town.
- Friendly: "Ferdy the Fence" is not exactly a friend, but the two know each other and have a courteous, professional relationship. Ferdy can contact just about anybody in the Black Market, or Criminal Underworld (for a price), and is prepared to at least vouch that he at least knows Koil in order to set up a meet.
- Hostile: Armenti was a slave at the same time as Koil, and tried to (unsuccessfully) take the credit for Koils hard work, and thereby ensure his freedom instead of Koil's. Although he did earn his freedom years later, Armenti still believes that it is Koil's fault that he was not freed much sooner.

Memories, Mannerisms, or Quirks:
- He has one memory of his parents: Them selling him into slavery for drinking money!
- He seems to change his manner to suit his circumstances, usually in accordance with the ones of the people he finds himself with, perhaps so it's easier to sell them things.
- He tries to work out what other people desire, in order to get a decent handle on them.

Personality
Trait: I always want to know how things work and what makes people tick.

Bond: I owe my Church a great debt for forging me into the person I am today.

Ideal: I work hard to be the best there is at my craft.

Flaw: I'm never satisfied with what I have – I always want more.

Things that make him afraid: A life of poverty

Things that give them hope: That after everything he's been through, he still has the Gift of the Gab!

Last edited by triedtherest; 10-07-2020 at 03:02 PM.
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  #15  
Old 10-05-2020, 07:33 PM
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Hi Arachobia!

I don't see anything specifying the amount of RP you're anticipating? Obviously it seems like a combat/encounter heavy hex explorer/dungeon crawler, which is great! Just curious if you're expecting and/or providing opportunities for much RP, if any?
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Last edited by MoldyNolds; 10-05-2020 at 07:34 PM.
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