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  #1  
Old Jan 18th, 2016, 11:35 PM
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Lost Mine of Phandelver

Game NameLost Mine of Phandelver
Game SystemDnD 5e
ThemeAdventurers in the Forgotten Realms
FlavourLight. Balance between role-play and combat, deoending on the players themselves.
Plot SummaryYou are an adventurer looking for an adventure. Your search led you back to the town of Neverwinter. Perhaps you lived here, or simply frequented it on previous travels. Here, an old friend, the dwarf Gundren Rockseeker, gathered a group of willing adventurers and proposed a job to them, offering monetary recompense for their services. Of course, you accepted.

The job is simple enough. Gundren had discovered something of great import in the town of Phandalin. He would not say what, but was clearly excited. He rode on ahead with a human warrior named Sildar Haliwinter to take care of some preparations. Your job is to drive his wagon of supplies to Phandalin. Upon arrival, he will explain what this is all about, and reward each of you with ten gold pieces.


The Lost Mine of Phandelver is an adventure aimed at newer players as an introduction to the D&D 5e system. As such, I would like to encourage newer players to apply. That being said, more experienced players are more than welcome too. There is no better way to get acquainted with a new game than to play with experienced players.


Information
The adventure runs from 1st to around 5th level. Stats will be set using the point buy system.

Applications should consist of a good character backstory (length is not necessarily the key here: make it believable and just a good story), all the usual info (race, class, etc.). Include somewhere in your backstory how you came to meet Gundren Rockseeker.

I'm looking for 4-6 players.

Posting frequency will be minimum 1 a week day. More (or sometimes less) may be appropriate in the middle of PC conversations, etc. All this is flexible though, really depending on the players who end up playing.

The application deadline is Tuesday the 26th, 8PM UTC +12.

The only literature I have access to is the PHB, MM and DMG, so we'll be sticking to those for character creation, etc.


Accepted Players
The accepted players for this game are:

wodine
ironbeard
Ravyn2000
MossStone
BlackAssassin19
rosscook
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Last edited by Dolbek; Jan 26th, 2016 at 04:06 AM.
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Old Jan 19th, 2016, 12:39 AM
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Is the Adventurer's Guide open for archetypes? Lol
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Old Jan 19th, 2016, 04:45 AM
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I hope I didn't edit after the deadline

PC ideaName: Abellona of the Kortkund clan
Race: Forest Gnome
Class:Wizard
Gender: F
Al: LG
Description: Abellona has brown skin, her arms, legs, and left cheek are covered in scars that look like bite marks. She has deep,deep reddish brown hair in two elaborate down the back of her head, and prefers to wear a moss green kerchief with embroidered wildflowers at all times. Despite wearing such stereotypical head gear- she is insistent at wearing the garb of her Wizarding order, which has a distinctly human feel to it. A flowing over robe of black, with a even more flowing under robe of indigo blue, the symbols on it are astronomical and geometric and are woven rather than embroidered. Abellona is very short, even for a gnome.

Personality: Abellona can be arrogant at times, and frequently over estimates her talents.She expects to be taken seriously as a Wizard. This is to compensate for the lack of respect she often gets in the field. She is intense, but not unkind. And though she hides it beneath a veneer of respectability- her life is filled with an intense love of knowledge and a curiosity about the whole world. She has a sardonic sense of humor but tries (and sometimes success) in not being unkind. She is very found of Urban places, and has a deep phobia of dogs (with all the dice penalties this entails).
Abellona is very fond of board games and other tests of intelligence, she is found of art and her spell books are full of illustrations.

Background:
Abellona was born in a woodland village on the edge of a small lake her early childhood was unremarkable, she was the eldest of six children in a village of about 1000 people. She was a bright child and more given to studies and learning than any other kind of work and showed great skill with the magic innate to her people.
When she was a young pre adolescent (the human equivalent of about 9 and a half) however her entire world came crashing down.

It started with the travelers, a sickly band of gnomes who showed up one night during a full moon festival. No one could heal them not even the clerics- and they were dead before sundown the next day- no one knew where they had come from or who they were. A week later the chief cleric and her two disciples took ill, the old woman died within the hour of her fevor, but the two young priest lingard on for two months or more in agony, fevor, sweats, joint pain delusions, and pox. By this time the illness had spread quickly claiming half the village, and as another fourth of it slowly succumbed.

Many were of the opinion that this was no natural maldy, this illness untouchable by magic or prayer. None the less a quarantine was imposed. Fear gripped everyone, and soon those with friends or family members who were recently affected were dragged over the quarantine line too. Old fudes and grudges formerly buried away for properties sake were drugged up, and people were accused of illness out of revenge.

Just when it looked like the whole village would die two strangers entered town. They promised they could end the plague - for a price. What was more the price need not be paid unless they were able to make good on their promise- all they wanted was three children of their choosing to train in their mystical arts. Beleaguered the Citizens had no choice, and they figured whoever was chosen would have a better life as a student then in a village that had been falling apart all harvest. The Two strangers put an end to the plage with in minutes. So quickly infact that it was clear to everyone present they had started it. Laughing the two merely disappeared.

Nothing more happened. Except Every Night Abellona was plagued with nightmares, dreams of the strangers taking her away, dreams of running away from them coming home only to find the town a flame. And worse of all dreams of them calling to her forcing her to come to them- the same paths and forests and bramble bushes each time, the same pathways and turns leading to the same byways. By spring the dreams had a new element to them, she was sitting in a human tower learning magic from them.
Overcome by curiosity and subject to the mocking of her peers she finally decided to try one of the spells from her dream. It was no illusion spell. Her neighbors still reeling from the pain and discord (and outright murder via qurainteen) the plague had brought to them all were… concerned. Some accused her of collaborating with the strangers, others claimed that she must have been one of the children they were sworn to part with. But there were three children to be chosen- and no one else came forward with such dreams. What was left of the village council voted she be on her way. One way or another- they needed the matter closed. They needed to forget.

Her mother accompanied her on the perilous but not particularly long journey.
The Tower was immense and bleak, and full of other children, mostly humans and half elves who had come there for similar reasons. It was infact a magical school. However none of the teachers would admit to having sent out a plague or dream instructions and the people in charge of the school seemed very alarmed at the whole idea of the matter- none the less they held her to the training the village had promised.
Though she never grew to trust most of the staff (and even harbored suspicions about a few of them being the strangers) Abellona thrived academically at the tower- she was one of the brights stars there- and took advantage of her long years to learn as much as she could. At least one of the Teachers she got one well enough with for them to be considered a mentor Socially however was a different story, children being children she was often bullied about her height and despite her skill was not really taken seriously.Some even accused her of making up the the story of the plage and strangers to elicit sympathy or start trouble. Over time she tried to become more human and elf like in her behavior and tastes to fit in.

When she was in mid adolescence (maybe about 14 in human years) a upperclassmen whom she often hung out with- one of her few friends, unwisely let out a spell to produce spectral hounds- certain she could calm them Abellona decided to stand against it when everyone was smart enough to run. She nearly had her soul ripped out for her trouble. She was punished severely and one who had laid the spell a boy name Caster was expelled- but not before promising they would all regret it. No one took his threats seriously. And nothing seemed to come of it. Other than Abellona developing a deep seeded fear of allthing cainen.

Abellona was in the final phases of her studies when the illness struck, the same plague as hit her village- this time however no one came to stop it. Mages at the Tower however *could* stop the contagion from spreading- it seemed the villages had been right this was nothing natural- it took the combined magic learning and life force of every teacher on campus to stop it from spreading- leaving no one to care for the sick and ill. The school was disbanded and most went looking for another place to study (after takeing most of the libery and reclicry with them) Feed up with the Mystery however Abellona set out to find answers, she refuses to join another order either.

However the still young Gnome (she’d be twenty by human standards) has no real world experience, she got a ride to the nearest city with a human teamster who sold her into slavery the minute she got there. A Dwarf named Gundren Rockseeker bought and freed her, though she still owes him for the favor.

Last edited by MossStone; Jan 25th, 2016 at 11:52 PM.
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Old Jan 19th, 2016, 01:46 PM
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Sounds interesting!

ApplicationLanda Brittlebridge
Female Mountain Dwarf Rogue
Chaotic Good
Follower of Dumathoin, Keeper of Secrets Under the Mountain (Or similar deity depending on the setting)


Landa Brittlebridge, junior member of the traveling Brittlebridge Merchant Co, was born in the deep tunnels that run between the various dwarven settlements of the world. Her family made it's living as caravaners and traveling merchants. For the first few years of the young dwarf's life her days consisted of jostling along the deep trails in the back of a merchant cart, nestled between bags of coin between feedings. Her parents, first and foremost were businessdwarves.

As soon as she was mature enough to hold a crossbow, she felt more like a business asset than a beloved child. Days were spent in toil exploring the tunnels in front of the main caravan in search for signs of monster activity or collapsed passageways. It was in one of these passageways that she finally found meaning to her life. One day while scouting she spotted a faint glow coming from a long collapsed side passage. Landa shouldered her crossbow and explored the passage, which was in fact an ancient shrine to Dumathoin, Keeper of Secrets Under the Mountain.

The words of a prayer from a dwarven priest in the last settlement they had camped in formed in her mind. Without hesitation, Landa spoke the words. A single small gemstone, continually emitting a soft warmth, appeared between her outstretched hand. With a surprised laugh Landa set off through the forgotten tunnel, eagerly searching for more of Dumathoin's puzzles, her duties to her caravan long forgotten.

The next years of her life were lived recklessly as the young dwarf eagerly explored every nook and cranny as they traveled from settlement to settlement. She learned fast that stealth and finesse would serve her far better as an explorer than force of arms. On one occasion the dwarven lass managed to steal an ancient dwarven war mace from under the noses of a goblin warband as they slept. To her horror, the goblin leader was awoken as she lifted his pallid arm to retrieve the mace. With a yelp she gripped the mace and ran with abandon through the group of waking goblins, cursing and dodging spears as she ran back to her caravan.

Landa told the story around the caravan's campfire that night, to the unending laughter of the drunken dwarves around her. No one laughed harder or gave more dwarven toasts than one of their latest travelers to join up with the caravan, a dwarf named Gundren Rockseeker. He had contracted the Brittlebridge Company to receive safe passage between two dwarven settlements, and had taken a liking to the reckless Landa almost immediately as they traveled together.

As the campfires died down and the dwarves began to drift away to sleep Gundren began to speak in hushed tones of a discovery he had made near the town of Phandalin. He would not provide any details towards the discovery, but the light in his eyes as he spoke gave Landa the adventuring itch again. Finally Gundren agreed that, with her parent's permission, he would hire her as a laborer to drive his wagon of supplies on to the town of Phandalin while he attended other matters.

At the next town Landa brokered the subject with her parents. After using her guile to convince them that establishing contacts outside of their usual business would be a great benefit to the company, she parted ways from the caravan and Gundren and set out towards her new task.


As for the player behind the character, I'm recently returning to the website after a long absence. I had been running a 5e pen and paper campaign weekly with a group of friends, but due to some real life issues we were forced to part ways. Realistically, I can post 1-2 times per day on weekdays. I'm really excited to start PBP gaming again and would love to be a part of your group. Thanks!
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Ollin Roford, Wandering Half-Elven Bard - Landa Brittlebridge, Dwarven Rogue and Treasure Hunter
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Old Jan 19th, 2016, 04:34 PM
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Application
Name: Kelden, Son of Gorm.

Class: Barbarian

Gender: Male

Alignment: Chaotic Good

Height: 6'0

Weight: 250 lbs

Age: 22


Description:
 

Kelden stands 6 feet tall, but has the presence of a man much larger. He is quick to laugh and always looks for a good time. He enjoys good food and good drink. He has long red hair and a red beard. Has a muscular frame, but his body lacks tone (think less like a bodybuilder and more like a lineman in football, stocky, barrel-chested but strong.) Though he grew up in a barbarian tribe, he is relatively well-kempt. He maintains a jovial demeanor and makes friends easily, but when in battle, he is a juggernaut, he will stop at nothing until he, or his foe is defeated. He HATES orcs for what they did to his people and show them no mercy in battle against them.

Background:
Kelden grew up in a small barbarian village west of Grunwald and near the Lurkwood in the Northern Sword Coast. His tribe, The Stone Bears, was very self-sufficient and, for the most part, was relatively ignored by the rest of the world. The lived a peaceful existence and Kelden was on of only 10 children in the village. When he came of age, he quickly proved to be one of the village's best warriors. While he was out hunting one day, the village was attacked by Orcs. Kelden returned to find every member of his village slain, the village burned, and a large amount of orc corpses littered the grounds as well. Left with nothing but the clothes on his back, his father's great axe, and a few belongings in his backpack, Kelden set out to avenge his tribe. He followed a trail north and found an small Orc camp about 3 miles from the village. Unsure of how many orcs were there but completely consumed by rage, he attacked the camp. Caught by surprise, the Orcs were unable to react to Kelden's first charge. He laid waste to 3 Orcs before the Orc's leader, Ghazat, emerged from his tent. Seeing the fury of the young barbarian, was hesitant to engage him. After the other members of his band began to wear Kelden out, Ghazat engaged him and easily defeated him but did not kill him. Severely wounded, but not dead, Ghazat decided to leave Kelden out in the forest to die a slow, painful death. Kelden laid in the woods for what felt like days when a dwarf named Gundren Rockseeker happened to come across the young man while he was on his way to Neverwinter. The dwarf helped nurse Kelden back to health. When he was able to walk, Kelden told Gundren the story of what happened and accompanied him to Waterdeep. While on their journey together, they became friends. Kelden owed his life to the dwarf and promised one day to repay that debt. Gundren mentioned that he was on his way to Neverwinter to recruit people for a job. Without being offered, Kelden said he would take the job, for free, in repayment for the dwarf saving his life.

Last edited by Rayvn2000; Jan 26th, 2016 at 07:34 PM.
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Old Jan 19th, 2016, 07:36 PM
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Skathos "Asatru" Shemov

BasicsName: Skathos "Asatru" Shemov

Race: Tiefling

Class: Monk

Gender: Male

Alignment: Chaotic Good


Description Skathos Shemov, known as Asatru by most, is 6' 3" tall, muscled, and quite lean at 160 pounds. His slightly rust-hued skin, cobalt hair, and violet eyes mark him as a Tiefling...well that, the curved ram's horns growing from his head, and the 5 foot tail. Because of these unique features, he generally wears a monk robe with the hood up...also, it makes him look more pious.

 
PersonalityAs a child, Helm Shemov, Asatru's Human father, blamed Asatru for his own drunkeness and beat him mercilessly. It was only after Asatru's Tiefling mother, Hulmarra Chergoba, was killed defending him that the City Watch paid any attention. That attention, however, was to congratulate Helm on finally "excersising his demons." It was then, at the age of 9, that Asatru knew he had to flee or the same would happen to him. And so he did, living on the streets eating what he could and sleeping where he could. On a cold evening 4 years later, the young Tiefling was caught sneaking into a monastery for shelter and warmth.

As opposed to beating him before throwing him out, as was his experience with holy places, the monk gave him bread and a warm place to sleep. In exchange, the monk only asked that Asatru take the opportunity to learn where he came from. The next day Asatru fell in love with learning and petitioned the monk to stay to continue learning. His request was granted under the provision that he earned this opportunity by doing whatever menial tasks were assigned him. Ever digilent in his tasks for fear of being kicked out due to some monk's bigotry, Asatru constantly looked over his shoulder and checked on his work, but slowly, he began to trust the monks. On the anniversary of his third year at the monastery, he pledged himself to Ioun and the quest for knowledge becoming a monk himself.

Abhoring the evil acts done to him and his mother, he feels no greater purpose than to protect those that aren't able to protect themselves. Understanding the nature of evil, he knows all to well laws shield only the purpetrator; never the victim, but being long sighted, he knows nothing positive will come from getting himself thrown into prison for fighting in the streets.

He began, as most monks do, by spending days, then months, then years at the monastery of Ioun training and learning. Eventually, he started teaching people to defend themselves as part of the monastery's effort to insert itself into the community. Time not spent training or teaching (which is just another form of training) was spent in the learning halls or in the alchemy lab. In an effort to learn where he came from, Asatru focuses on learning religious lore. It was in these days that Asatru really began to understand the phrase, "Knowledge is power."

At the age of 18, Asatru was told by the abbot, a Half-Elf named Bai Helder, about the bounty boards. He noticed the Tiefling's growing restlessness and saw the two-fold rewards. First, for the young man, it would take advantage of the his training and knowledge to bring in those criminals as well as give him a way to test and refine his training and areas of study, specifically stealth and martial prowess. Secondly, the abbot saw this as a way to expand the monastery's contribution to the community.

Still, Asatru takes every opportunity to spread chaos. This often takes the form of good natured pranks, but has been known to manifest by deliberately giving false information to those that appear to take the letter of the law more seriously than the spirit of the law.

Now, three years later, Asatru's restlessness, though initially slowed by hunting bounties, has grown. He knows that while the Goddess Ioun sees all, much information needs to be recorded or found and brought back to the monastery for all to learn. Asatru has finished the proposition to the abbot for leaving to find this knowledge and bring it back. With the offer from Gundren Rockseeker to start him on the path, Asatru has the perfect chance to begin the search.


BackgroundBounty Hunter
Catching criminals, even stupid ones, does take some skill. Astaru quickly sizes up a room once he enters it assuming that his mark is hiding or fleeing in some hidden room or tunnel, but learning to judge the people he hunts has helped him convince more than one criminal to see the error of his ways, but that is only for the criminals that are only criminals in the eyes of the law. The tiefling only chooses to go after those criminals that have gotten away with larger crimes. He hates crooked officials, and is almost feverish with excitement when those people try to run. Asatru slides in some "street lawyering" and they don't commit crimes again.

Sometimes, though, Asatru's job is just to sneak in, knock a guy out, tie him up, and drag him to the City Watch. Many hours can pass waiting for miscreants to return to old haunts so sometimes Asatru earns tips by playing his harmonica on precisely picked street corners. This can sometimes be lucrative to the monastery. Every copper the Tiefling makes goes to the Goddess Ioun in an effort to make it more clear that She is the one that spreads the knowledge and ends ignorance; without ignorance Hulmarra would be alive or, at least, Helm would have been put to death. Knowledge is power, and Asatru will do anything in order to gain more power for his Goddess. He once tortured a man, a criminal, that was privy to Counsel secrets. The Tiefling gladly brought this knowledge back to the monastery where the followers of Ioun put it to use.


On meeting Gundren"Because of my appearance, I get treated one of two ways in the more seedy parts of town: ignored or avoided. Most of the time, that suits my purposes quite well, but sometimes you need contacts to find leads on people. Over the last three years, I have managed to cultivate quite a few while tracking down one ne'er do well or another. I made the aquaintance of the dwarf Gundren Rockseeker looking for a particularly violent halfling fugitive. Gundren gave me some information on the whereabouts of the bounty and some tips on what kind of weaponry and trickery to expect. Since then, Gundren has been on my short list of people to contact in a pinch. When Gundren asked for my help, I knew it would be my best chance to leave the monastery, and it would pay in more than just gold."

Last edited by rosscook; Jan 22nd, 2016 at 10:49 PM. Reason: Updated application
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Old Jan 19th, 2016, 10:10 PM
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To the applicants so far: Nice applications, good to see some interest.

@MossStone: It's far from terrible. However, if you're not happy with it, go ahead and change it as much as you like up until the deadline. I'll be rereading all the applications then, so at that point is when it needs to be a complete application
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Old Jan 19th, 2016, 11:34 PM
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Character BasicsName: Stern Stonebreaker

Class: Cleric

Gender: Male

Race: Dwarf

Alignment: Lawful Good


Character Personality and AppearancePersonality and Appearance: Stern is your usual taciturn dwarf, who likes to drink ale and loves fried sausages. Being one of seven children, he gets along well with people, shares what he has with his friends. Work in the stone quarry strengthen his body, especially his hands and arms and the temple of Tempus strengthen his mind. He is a little above average for a dwarf in height and has a strong body with little fat on it. His red hair is long and his beard is braided and he tucks in to the top of his armor before battle.


Character BackgroundBackground: Stern is the 4th child of seven. He grew up in a happy house with a lot going on continuously. His Father owned a stone quarry that had belonged to his father’s father, grandfather and great grandfather. His two older brothers would inherit the business and run it. He would become a cleric. This was decided the day he was born, really, probably before that.

He worked in the quarry as a young boy to a young man, learning hard work from his father and brothers. Stern liked working with the stone, but accepted what his fate would be. In an unusual move Stern looked into what are generally conceived as non-dwarven religions, and that is how he choose the War god Tempus; of course. His father’s uncle Brescom also influenced his choice, as he was a stout follower of Tempus and a fierce warrior.

After committing to Tempus and studying to be a war cleric, he realized what a right fit is was for him and excelled in the training.


Meeting Gundrun RockseekerMeeting Gundrun Rockseeker; My uncle, Grardon Stonebreaker, is good friend with Gundrun Rockseeker. As my uncle would say “We put down more than our share of Kiliand’s fine ale” at his tavern in Neverwinter. Grardon talked about the Rockseeker brothers so often that I had to meet them.

I had just finished my training at Tempus’s Temple just outside of Neverwinter and came in for a visit with my uncle and his friend, Gundrun Rockseeker. Of course, we went to Killand’s and drank some of his ‘fine’ ale. For me, I drank too much, but it is hard to keep up with the Rockseekers when it comes to drinking ale, fine or otherwise.

Since I was now officially a cleric, I was interested in making my way in the world. When Gundrun mentioned taking supplies to Phandalin, I asked to go and he said, “A cleric might come in handy there may be a spot of trouble in route, better safe than sorry.

Since a spot of trouble was what I had trained for, I was looking forward to the journey.
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Last edited by ironbeard; Jan 19th, 2016 at 11:53 PM.
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Old Jan 19th, 2016, 11:45 PM
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Just a note, edited the original post because I forgot to mention this: I only have the PHB, DMG, and MM so for character creation, I'd like to ask that you stick to the PHB.
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Old Jan 20th, 2016, 12:02 AM
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Such a fun adventure still is a joke amongst my friends.
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Old Jan 20th, 2016, 12:16 AM
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As a newer 5e (Never, yet, actually) player, i'm interested for sure. Character concept coming shortly.

ProfileName: Aramil Galanodel (Goes by the common translation, Aramil Moonwhisper)
Age: 197 (Mid-20's in Human reckoning)
Race: Wood Elf
Gender: Male
Class: Ranger


Last edited by Aden; Jan 20th, 2016 at 01:41 AM.
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Old Jan 21st, 2016, 12:57 AM
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Keep the applications coming guys! Some really promising looking ones so far I look forward to toying... er, gaming, with you
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Old Jan 22nd, 2016, 12:39 AM
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ApplicationName: Daardendrien Belprax, son of Vyufras, of the line of Azhaq
Race: Dragonborn - Silver
Class: Paladin
Gender: M
Alignment: NG
Appearance: Standing over six feet tall and weighing almost three hundred pounds Belprax gleams in sunlight and moonlight alike. The glittery silvers and pearlescent whites of his scales dance even in the night. Six piercings run down the side of the left profile holding deep insets of jet. He wears long thick robes of purple velvet with deep green trim over his skin and armor, with a deep cowl which he can keep pulled over his face when traveling in rural areas, where he has more than once been antagonized by the local populace. Thick boots and dense clothes are a natural ally when you shine like a chest of coins and treasure.

Personality: Naturally curious and good by both nature and nurture Belprax learned that he had talent for the divine and he wishes to increase that power and it fuels his curiosity. There are many secrets to be learned, those of the arcane and divine nature, of the draconic, and of the dragonborn themselves that Belprax would like to see unveiled.

Background:
Divinity BornAs a child Belprax was taught the importance of clan above all other things, as is the way of the Dragonborn. Born a son to a renowned clan elder Belprax was slated for great things, and was offered the best that the clan could offer in the way of training and education. He always looked different than the rest of the clan. Though they are born of the metallic dragons many of them have small and muted colors in their scales, typically bronzed and tarnished silver, but not Belprax. Belprax gleams white and silver, almost platinum, in the sunlight, drawing attention to himself even amongst his own kind. This was seen as an omen that he would either become something great or something terrible and only time would tell what that would be. He was being groomed to be a clan elder, perhaps even a chieftain.
Then came his awakening. When he was just a small Dragonborn barely weighing 140 poundsten stone he felt a divine presence, something that is almost unheard of in the Dragonborn. Coming from a world of misery and oppression where the gods are distant and forlorn, to feel the power of the divine is something of an oddity amongst the Dragonborn. Belprax sought guidance from the clan lords and their advice was to simply ignore it, ignore who he was and the feelings calling out to him and that in time they would fade, and so Belprax would, to honor his clan and their wishes.
Belprax ignored the fires of divinity as long as he could until one day while carrying out his compulsory military training, he saw a human. Belprax had been running through the woods training when he came upon a small village he often stopped at to rest. He had seen humans before as they tend to come and go out of the marketplace, but this one was different, this one was clad in armor and shimmered in the sunlight, just like Belprax does when he removes his armor and robes. Only instead of shining in glorious silver this human was clad in darkness, armed with flail and shield painted with a vicious looking five headed dragon. This human was terrorizing the local populace, setting fires and smashing any who opposed him with his flail, and Belprax,to this day, is convinced the Dragonfather himself took control of his body and he flew into a terrible rage. Leaping from the woods he breathed his icy dragonbreathe upon the human slowing him, lifted his fire mace above his head and brought it down upon this wicked man shattering him to a thousand tiny pink pieces. From that day onwards Belprax knew he could no longer deny the Dragon father, and the divinity that burned within.

The Exile The clan was shamed and infuriated. They had specifically told Belprax that no good could come from his divine inspiration and he had embraced it anyway. As thought the shame of disobeying the clan was not enough, their harrowed son would choose to serve a Dragon? The same wretched beasts that had enslaved their kind for so long, torturing and humiliating them. No. This could not, this would not stand. In a unanimous decision, including Belprax’s own father, the fate of exile was determined for Belprax. He could either give up this silly farce, or be banished from clan and country to wander the earth alone. A ghIm, an exile. Belprax had denied himself too long, he had felt the divinity of his god and he would not turn his back on the Dragon Father again. Without argument, without rage, with a quiet dignity that was to be expected, Belprax collected his belongings, and walked out of his clan forever, vowing to bring no further shame tothem, to uphold the tenants of righteousness, even if they no longer claimed his as their own.

An unlikely Dwarf Belprax had traveled far in his new clanless life. He had met humans, elves, dwarves, and even a gnome. Of all the strange thing he’s seen, that have been so different from his homeland, Belprax found he liked the dwarves the most. They were good to be read ‘they are good people’dragonborn. They were a close knit society who revered their ancestors and their paragons, they believed in family and in clan, and while he found their love of the underground less than comfortable, mostly due to his size, they also enjoyed good alcohol and fine gold and gems. Yes dwarves were the closest thing to dragonborn he had been able to find.
Belprax had made his way to an Inn in the northern reaches of the sword coast, a long way from home, but then Belprax had no home, he always had to remind himself. He was sitting at a table alone enjoying a glass of ale, when a group of ruffians started to antagonize him for the way he looked, calling him a “lizardman” and “skink.” Now Belprax wasn’t sure what a skink was, but clearly it was meant to be derogatory. Belprax took it all in good humor until they called him a child of Tiamat, and then he drew his weapon and threatened them both. Of course this escalated events quickly and he was forced to quickly leave the inn before the whole place turned on him, after all he was an outsider here, just like everywhere else. That was when a dwarf stepped out of the shadows.
Yer never gonna survive if ye can’t make friends in a place as friendly as this.
Belprax looked at the little dwarf, I don’t need friends, I just need to be left alone.
Aye, sometimes being alone is good, but being lonely isn’t. I know an outcast when I see one, and you an’ me, we need a clan, so why don’t you ride with me to Neverwinter, I could use the extra muscle. Names Gundren.
Not having anywhere else to go, and never having been to this…Neverwinter, Belprax agrees, and so the friendship between Dwarf and Dragonborn began.
Belprax has been in Neverwinter for the past six months scraping out an existence, same as everyone else in Neverwinter. Here at least, everyone seems less mainstream, less judgmental though the more rural folk stare at the oddity that is a dragonborn, those in the city itself seem somewhat accepting. Maybe Gundren was right maybe he could establish a clan here. Maybe things would be alright afterall, by the grace of the Dragon Father.



Disclaimer In the interest of full disclosure I have only played 5e once before. I have played and DMed DnD for decades including: 2e, 3e, 3.5e, and pathfinder. Tried 4e once, hated it, and now I’m trying to give five a fair go and learn the rules, so if I make any rules mistakes please help me out.


Let me know if you have any questions or would like anything further explained.

Last edited by wodine; Jan 26th, 2016 at 04:43 PM.
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  #14  
Old Jan 22nd, 2016, 04:15 AM
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MossStone MossStone is offline
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Disclaimer In the interest of full disclosure I have only played 5e once before. I have played and DMed DnD for decades including: 2e, 3e, 3.5e, and pathfinder. Tried 4e once, hated it, and now I’m trying to give five a fair go and learn the rules, so if I make any rules mistakes please help me out.
[/QUOTE]

OC You sound like me Wodine, only you might have been playing longer- this fall will mark the 20th year since I frist started playing, and I still cling to 2ed as much as I can, I can play 3/3.5ed with the DM's help, have sworn to never play 4th and am giving 5th a go- both hear and in a Wheel of Time based game. I have never had much luck with mechanics - and ignore them frequently when I DM- but if folks will hold my hand through this I should be ok.
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Old Jan 22nd, 2016, 02:31 PM
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Rayvn2000 Rayvn2000 is offline
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I haven't played 5e yet either Moss, but just from reading it seems to try to simplify things so there isn't as much math involved. I too have been playing over 20 years and remember 2nd ed well but, I feel 3.5 and pathfinder nailed it as far as the mechanics go. I have yet to form my opinion of 5th yet but I can tell you from playing experience, 4th ed was horrible!
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