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About This Game

Central hub for AL Games community members. Discuss with other AL Players and DMs.

Game System

D&D 5e



Detailed Description

The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting and now Eberron. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.


Adventurers' League
  1. What's new in this game
  2. Hi! it has been awhile since I've been here and all the changes look great! I'd love to join whatever game, looks like all my old chars are still here and could bring any of them
  3. Thanks for your interest! 😁👍 Apart from (unless you've an existing character that's a higher level), what specifics are you interested in, ? Adventure so far, what the module's all about, etc.? Let me know more & I'll fill in the blanks as best I'm able.
  4. 🌟 Join Our Adventuring Party in the Heart of the Tomb of Annihilation! 🌟 Are you ready to embark on an epic journey through the treacherous depths of the Tomb of Annihilation? Do you seek glory, treasure, and the thrill of adventure? Look no further! Our intrepid band of heroes is in need of reinforcements as we delve deeper into the heart of this deadly labyrinth. Currently, our party consists of: 🛡️ omegoku as Morgan, a 6th level Dwarf Gloomstalker, master of stealth and survival. 🗡️ Stiehle as Stiehle, 11th level Human Rogue (8) / Fighter (3), a cunning and versatile combatant. 🔮 TricksterArcane as Isaeros Winterbright, a 10th (?) level Elf Wizard, wielding powerful arcane magic to overcome any challenge. Together, we've braved countless dangers, overcome deadly traps, and faced fearsome foes. But the most perilous trials still lie ahead as we navigate the remnants of this, the final chapter of our harrowing adventure! Our current posting rate averages 1x per week, allowing for immersive storytelling and strategic planning. Whether you're a seasoned veteran or a newcomer to the realms of D&D, there's a place for you in our party. So gather your courage, sharpen your blades, and prepare to explore the depths of the Tomb of Annihilation like never before! Reply to this ad or message QuirkyJoe on Mythweavers to join the adventure today! Fortune favors the bold! 🗝️💎🏹
  5. Alright Everan is in. I'll let you know if something frees up.
  6. keep me in mind if you have another player drop out. I have a fighter 6/wizard 1 that needs a new game.
  7. Level 9 Everan Meliamne - High Elf Bladesinger could join if he suits?
  8. Sadly, one of our players had to depart the game so I'm opening up the table for one more spot. Looking for a tier 2 character to join the game in progress.
  9. Shiro Hakuryu, Human Life Cleric | | Backstory: Shiro Hakuryu was born to a Joydancer a priestess of Lliira, The lady of Joy. It is not known who Shiro's father is nor did anyone want to claim that his conception occurred during a party set up by the cry of joy temple in Hill's Edge. Despite having no father in his life, Shiro was raised right. His mother was a good woman and a strong faith-driven priestess who thought the best way to enjoy life was to celebrate it. However, the celebration would be cut short when Shiro was about 10, a tragic 'accident' caused Shiro's mother to 'fall' from a high window to the ground below and die upon impact. The heads of the temple were horrified at this and instantly took charge of Shiro's care and upbringing telling him good things saying that his mother was now dancing with Lliira. Shiro despite being sad that his mother was no longer with him continued to do what he could to help out the temple and lived there for the rest of his childhood mastering skills in healing and became an official acolyte at 16 and started a journey to explore the world and helping common people wherever he could (mostly being an errand boy with various messages) and actually helped save a town called Goldenfield from a hill giant attack. But after delivering a message to a nutty wizard in Waterdeep who released his pet dragon at them out of spite for a 'lack of respect' Shiro decided he was done being treated like an errand boy and went off trying to find his way back home. Continued Story: Shiro doesn't remember much after that, but from what he gathered is that he was recruited and magically encouraged/charmed/brainwashed into helping some Red Wizards of Thay and their undead armies but broken free from their ongoing charm spell and during a particular battle at Myth Nantar managed to get out of their clutches and join up with Captain Zehira Deryan Turmish Merchant, and a bunch of others who had fought against the Wizards of Thay. During his time with the wizard however he seemed to gain some training in combat and learn a few wizard style tricks including being able to summon a weapon to his hand and cast the Shield Spell, the Magic Missile Spell and the Feather Fall spell along with being able to charge thunder magic into his weapons. He hopes to eventually make it back home but for the time being he's paying off his 'debt' to the captain by being a cleric for her ship and crew. (really it's not a debt but he feels like he owes her for giving him the chance to get out from under the Red Wizards)
  10. (Critical Role) Shadow - Grinning Hexblade Name: Shadow Race: Custom Origin (looks like he has some dark-elf heritage) Age: 19 Gender: Male Class: Warlock Hexblade Background: Grinner I am a shadow, the true self, I will expose you for the evil that you are and make you confess it Background: No one quite knows where Shadow came from or what he is, His appearance makes him seem like he's a dark elf or at least has dark elf blood in him however something about his smug attitude and confidence plus the fact he doesn't flinch in bright light says that his body is used to being out in the daylight however Shadow loves the nighttime and the darkness that comes with it which allows him to sneak around and do things. A born rebel Shadow lurks in the night to fight against those who do evil and expose them for the crimes they commit. People first started becoming aware of him after he left behind a message telling a noble family that he was intending on exposing them for what they are and that by the next morning all would know who they truly are. During that night an attack occurred and by morning light, the noble wounded by some sort of mental magic came out and confessed to anyone who was listening that he had done various crimes including having a hand in several deaths and begging to be taken away and locked up if only to keep him safe from his shadow. When asked what he meant by his shadow, he claimed that during the night a shadowy figure who looked like him appeared to him and stated it was a shadow of himself then proceeded to order him to do things that would expose his crimes and when he resisted the being attacked him using dark weapons and powers that upon being knocked down made him so afraid that he begged to be spared only for the being to demand that the noble confesses the next morning or face the same torture the next night and the noble agreed. The shadow then stated the noble better follow through or he will be tortured then vanished with a warning that all is seen by those smiling within the shadows. The man kept claiming he was seeing smiles in the shadows but no one else saw them and the nobleman was deemed sick and taken away. Not many knew who this shadow was but then a bard of the golden grin sang the story and stated that Shadow was one of theirs and that as long as you didn't have crimes that you wanted to hide, you didn't have to fear the shadow coming to you and making you confess. When asked what Shadow was, the bard would sing this tale, born when those of shadows touched the love of light, the being known as Shadow was born when a warrior of the raven queen fell in love with a maiden of light, although a warning of when light and darkness unite was told this warning was ignored by those in love and the result was the shadow touched being who would take the name Shadow. Shunned by most who could not understand the power he was touched by and the young man quickly learned the art of not being seen and lurked in the shadows. When his magical capabilities scared those who feared darkness and sought to get rid of him and his family. The family blessed by the Raven Queen and other divine forces managed to escape death with the aid of a Mage ally who had been tutoring the young shadowblood in magic (Fateful moment,) but the young man seeking to destroy the tyrant who tried to kill his family called upon the Raven Queen and asked to be her warrior and bring those who do evil to justice. The Raven Queen gave the young shadowblood a weapon to eat the hearts of those who do evil and the grin that crossed the shadowblood face was the same grin that hides in shadows. When asked where the shadow was now, the bard would hum in thought and then sing a song pondering this question and then singing that the shadow followed the instructions of the Raven Queen who pointed him in directions to go, and last the bard knew Shadow was heading for the deep wilds of Eastern Wynandir to face one maybe two who is evil when asked who this evil was the bard just pondered as he had yet to receive that chapter of Shadow's story and hoped to meet up with him again.
  11. Orn | Neutral Good, Male Hill Dwarf Cleric 11 (Forge) HP: 102/102 | HD: 11/11 (d8) | AC: 20/23With +1 shield | Initiative: -1 | PP: 15 | Speed: 25 ft | Channel Divinity: 2/2 (Harness Divine Power 2/2) Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 3/3 L5 2/2 L6 1/1 | DefensesResistance to fire and poison damage | Prof Bonus: +4 Stat Block Attributes, Saves and Skills Str 14Save +3 Athletics +2 Dex 8Save +0 Acrobatics -1 Sleight of Hand -1 Stealth +3 (proficient) Con 16Save +4 Int 10Save +1 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 20Save +10 (proficient) Animal Handling +5 Insight +9 (proficient) Medicine +9 (proficient) Perception +5 Survival +5 Cha 10Save +5 (proficient) Deception +4 (proficient) Intimidation +0 Performance +0 Persuasion +0 Race Features: Speed (25ft), Darkvision, Dwarven Resilience, Stonecunning, Dwarven Toughness Background Feature: Criminal Specialty (Smuggler), Criminal Contact Class Features: Spellcasting, Channel Divinity (2/rest), Channel Divinity: Harness Divine Power (2/long rest), Destroy Undead (CR 2) Subclass Features (Forge Domain): Bonus Proficiency, Blessing of the Forge, Channel Divinity: Artisan's Blessing, Soul of the Forge, Blessed Strikes Attacks Warhammer +6 attack, 1d8+2 bludgeoning Handaxe +6 attack, 1d6+2 slashing Languages, Tool Proficiencies Common, Dwarvish, Thieves' Tools, Smith's Tools, Dice, Mason's Tools, Vehicles (Land), Vehicles (Water) Spells Cleric: Wisdom, +10, DC 18 Cantrips: Guidance, Mending, Sacred Flame, Toll the Dead, Word of Radiance Level 1: Bless, Command, Healing Word, Identify (domain), Protection from Evil and Good, Searing Smite (domain) Level 2: Aid, Blindness/Deafness, Heat Metal (domain), Hold Person, Magic Weapon (domain), Silence, Spiritual Weapon Level 3: Dispel Magic, Elemental Weapon (domain), Protection from Energy (domain), Speak with Dead, Spirit Guardians Level 4: Banishment, Fabricate (domain), Wall of Fire (domain) Level 5: Animate Objects (domain), Creation (domain), Dawn, Flame Strike Level 6: Heal Magic Items Consumable Magic Items: Potion of Healing Common Magic Items: Pole of Collapsing, Wand of Pyrotechnics, Cloak of Billowing, Staff of Birdcalls Permanent Magic Items: Cloak of Protection (attuned), +1 Shield (Renown Item), +1 Amulet of the Devout (attuned), Dimensional Shackles, Bowl of Commanding Water Elementals Inactive Magic Items:
  12. Playing in Saving Silverbeard Owain Hearthen - HP: 84/84 | AC: 21 | Speed: 30ft | HD: 11d10/11d10 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 3/3 | Lay on Hands: 55/55 | Channel Divinity: 1/1 Perception: +4 | Saving Throws: Str +9 Dex +4 Con +6 Int +3 Wis +9 Cha +11 | Spell DC: 15 | Initiative: +0 StatisticsStr +5 Dex +0 Con +2 Int -1 Wis +1 Cha +3 Languages: Common, Elvish, Infernal Attacks: -Longsword+1 +10 Damage: 1d8+8 Slashing -Blood Spear +9 Damage: 1d6+7 Piercing -Javelin +9 Damage 1d6+7 Piercing | Magic ItemsUncommon + (6) - Longsword +1 - Blood Spear (When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.)* - Cloak of Protection (+1 to AC and saves)* - Bowl of commanding water elementals (While this bowl is filled with water, you can use an action to speak the bowl's Command Word and summon a Water Elemental, as if you had cast the Conjure Elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.) Common (5) Consumable (10) - Superior Healing Potion (8d4 + 8) | SkillsAcrobatics: +0 Arcana: -1 Athletics: +9* Animal Handling: +5 Deception: +3 History: -1 Intimidate: +7* Insight: +1 Investigate: -1 Medicine: +1 Nature: -1 Perception: +5* Performance: +3 Persuasion: +7* Religion: -1 Stealth: +0 Sleight of Hand: +0 Survival: +5* | AbilitiesAura of Protection : Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus o f +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Fighting Style : Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Divine Smite : Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Spellcasting : No of spells Cha + 1/2 level Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Divine Sense. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Divine Health : Immune to disease Channel Divinity When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Harness Divine Power You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Relentless Avenger By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. Extra Attack Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. Darkvision : You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Story Rewards Ally: Zehira Deryan As a thanks for freeing her from the morkoth lair, Zehira becomes a staunch ally of the characters. She boldly assumes command of Umberlee’s Resolve. Upon return to Turmish, she makes amends with her parents and takes on the role of a privateer captain sailing under the flag of Turmish. She accompanies the characters on the next adventure. Ally: Thessalia Lamaer Helping Thessalia retrieve the bowl of commanding water elementals earns them her allyship. Thessalia is less of a fighter and more of a scholar, but she gladly helps research topics that aid in their quest. Like Zehira, Thessalia is proudly Turmish and wants to keep her homeland free from Thay. Spells Lv1 Spells Prepared Bless, Bane, Hunters Mark, Shield of Faith, Wrathful Smite, Protection from Evil and Good Lv2 Spells Prepared Hold Person, Misty Step, Find Steed, Warding Bond Lv3 Spells Prepared Haste, Protection from Energy, Crusaders Mantle, Revivify Descriptive words. AL Logs: Character Sheet:
  13. The game is reachable at the moment I copy pasted my last post over.
  14. OK, yeah, it was a direct link to my game. From Admins:
  15. I think the hot links to specific topics might now be forbidden. I think the main page is still readable.
  16. No, I can still access it. Might need to clear you browser cache and cookies.
  17. Anyone know if old MW is gone? Get a 403 error now. Man, should have just relocated my last game that was on there...
  18. Lajal "The wild is always present, even when most choose not to see it. Men are just another predator, and cities are nothing but their brood pits and hunting grounds. When predators grow too numerous for the prey to support, they starve or flee, or kill each other off. And when they do, the jungles of stone will find more robust creatures to nourish. Brilliant adaptations to glorious new ways of life will spring from the ashes of the old order, like fresh saplings after a wildfire." The normal citizens believe he's just some crazy tortle who likes to sleep on unwatched roofs. It never occurs to them that all the access doors are still locked. His favourite haunts are the roofs of run-down tenements or the cellars of abandoned warehouses, and he never uses the same lair two nights in a row. An elderly tortle coated in bird droppings and moss, he walks the rooftops and sewers unseen as he seeks out poor and injured rats, pigeons, and flying monkeys. He speaks to them, cares for them, and slowly nurses them back to health. But he also teaches them how to understand human speech, shows them how to conceal their knowledge, and forges them into a sprawling network of trained spies and informants. His eyes are everywhere. After a while, people don't even notice them. The enlightened know that you never go looking for him. You just find a dark alley and tell a rat, pigeon or flying monkey your problem. If he decides to help you, he already knows where to find you. He knows everything that happens in this town. And if he knows something he doesn't like, the cellar can only keep you safe for so long. Lajal is a slow and ponderous Tortle Druid from Chult, he prowls the sewers and rooftops, bringing back transgressors and rescuing people from the depths of the Chult jungle for a fee or if their bounty is high enough. Or hunting down those that tip the balance in favour of themselves at the cost of nature. He has many tattoos and markings etched into his shell, or tattooed in iridescent ink into his thick leathery skin. Many of the tattoos represent stylised tribal designs and various sea animals, the ink seems to catch the light as he moves. (think paua shell ink)
  19. Katrina Fairlight, Human Warlock/Sorcerer Personality: Eran Dranath takes a sip of his drink before continuing "If one actually pin down Katerina's personality it would be changeable over the day, early in the morning she appears to be a bubbly inquisitive young woman with an insatiable thirst for knowledge, but after she starts drawing, she changes. More often than not haughty and elitist, even her eyes change colour! Other Times her voice changes into a deep gravelly voice, full of smoldering hotness" he tails off as if enrapt by some thought, before snapping back "By the gods don't tell her that though, she can be quite the hot head at times!" The other man whose name you didn't catch goes on to add "She is however a shrewd and calculating companion, one I'd rather have on my side than against. I've even seen her wearing that armour, and wade into battle like a fierce Clawfoot..." the two men look at each other, and both say "She's complicated, but worth it...." Known History: Eran Dranath takes a sip "I had heard that she used to work for the thieves guild..." The other man says "No, she used to be a prostitute". "No, she wasn't it was her! It was her mother, wasn't it?" Eran counters... "Still, not sure how I feel about a street urchin in Our house" the other man says with an emphasis on the 'our'. "She's not even a real Wizard, and she can't even master the simplest spells either" he continues. They both take swigs from their drinks. "So how does she do it then? She seems to have made a good impression with old Iron boots" Eran whispers conspiratorially, the other man nearly splurts his beer out and sniggers, "you can't call him that... he might hear you" the other man looks around nervously. "Well she does get sent off on her own missions, and also gets to do freelance work, whilst I sit here and craft, craft, craft" "True," says the other man... They both sit in silence contemplating their beer. Appearance The door to the inn opens and a small diminutive figure of a young woman walks in. She wears a new military-style great coat only in a pristine white, edged in russet brown, it's fastened up to keep her warm to the cold winter night. She takes off her black fur-lined gloves and tucks them into her military-slung belt. You notice she has an odd-looking pistol crossbow in specially-made holster hung from her belt. As she walks the slash of her great coat reveals high boots and a russet brown skirt with a slight gradient pattern to it. She walks over to the bar and orders a shot of whiskey, she turns her auburn hair and catches the light of the fire and you notice that she is very attractive. Two hair pins keep her hair up in a loose bun, but you imagine that her hair would be quite long if she ever wore it down. Her amber eyes linger on you before looking at your two drinking companions. She looks back at you, her eye lingering just a moment too long, and you see a smile light up her face. She turns and leans in says something to the barman. A moment later a tavern girl comes over with a tray of three more beers. "Compliments of the lady at the bar," the girl says, and thumbs her hand over to the woman. "That's her" Eran says quietly... "humpf" snorts the other man. but both reach forward for the free beer. As you look up, you notice that the woman is walking out of the inn, back into the cold winter's night. "SHIT!" exclaims the other man, and he frantically searches his waistband, "I can find the map! where the hell is the map! it was here in my scroll case" he seems frantic pulling back the chair and spilling his beer, obviously searching for a scroll case. You look up at the woman as she drops what looks like a scroll case, and continues to walk out rolling up what appears to be a very old map and placing in side her great coat.
  20. Gorlab FirstBack - Goblin Doom Diver Goblin - Druid 2nd Goblin Doom Diver Survivor (background) You have actually survived numerous shots out of a goblin doom diver catapult! Some people think you may actually be trying to steer and keep aloft. Acrobatics Athletics Alchemist's Supplies Carpenter's Tools Background feature: Inheritance ( Bone Studded leather armour) Quirk: Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which do not affect the item’s use. His armour often changes form to shape like a bat, any time he is falling, flying, levitating, or generally when he is in the air, the armour morphs to have bat-like wings sprout from his arms. These are usually coloured bright yellow and red, and serve no function and do not aid flight in any way. Equipment Package: Guild Artisan: Artisans Tools (alchemists supplies), letter of introduction from your guild (doom diver licence), travellers clothes, belt pouch; 15gp Character Sheet: Adventure Log: Gorlab the early years
  21. "Keep screaming: it'll only make this go faster" Music Name: Mercedes Kilgrace, aka Lady Myranda Freegrace of Neverwinter Character Concept: Scornful noble scion on a mission of vengeance who quite likes the storm raging within her, actually Race, Background, Class (Subclass): Tiefling Folk Hero Wild Magic Barbarian Description: Wild red eyes and flowing crimson hair mark the purple tiefling's horned head at its center, feral fangs revealed to show the left one slightly crooked. Her nose has a perpetual bruised quality to it, her chin constant with nicks. Indigo ram-like horns rise out of her mane of hair and twist back like wind-swept trees, almost symmetrical in their paths. If not for these, she might have a pleasant face, but there is something undeniably dangerous about the woman, standing six feet in total and made of pure muscle, hardly an ounce of fat upon an inch of her frame. At times her red eyes have an orange band about their center, often at the same time her hair starts to have a smoky quality and a wind of its own. Completely normal occurrences in the life of one Mercedes Kilgrace. Her stature denotes one of noble raising or just really good posture; in truth, it is the former but she tries to maintain the latter for the sheer martial discipline she has before she allows herself to become a blunt force instrument to the "storm," which is what she calls when the magic flowing through her takes over. There is no predicting it, there is no attempt to control it: Mercedes loves the thrill of it, born of pain and a force of grief that frankly? Makes her feel damn good. Every step of her life is spent attempting to recapture these ruptures of her soul into the physical, as Mercedes explores this new side of her life. No longer Myranda the one day Lady Freegrace of Neverwinter, she seeks to live as she never did before: wildly, freely, with reckless abandon. Fight when she feels like fighting, drink when she's thirsty, read what she wants to, and who knows? Love whom she wants to love. In terms of dress, Mercedes Kilgrace does not care much. All must fall to two of her most compelling tiefling traits: her long, wide whipping tail barbed with a fleck of red hair, and her heavy, nearly scaled tail. She dresses appropriate to the weather but her fallback outfit is a simple white tunic, a padded leather jacket, doeskin boots over simple leather pants, and a signet ring around her neck hidden beneath her tunic, all worn tightly, as if squeezing her in. She prefers dark clothes, and while once she preferred armor, she now enjoys the freedom of life without it. She is rarely seen without her massively oversized axe. Origin: Mercedes Kilgrace was born on the Sword Coast, after a terrible storm. That's what she tells people: in realty, Lady Myranda Freegrace was born in Waterdeep's Castle Ward, afforded by her merchant family's attempt to rise back into noble stature, and it was here she spent the first fifteen of her sixteen years. Past is Prologue: Mercedes Kilgrace has a simple story to tell. She is a merchant's daughter who now wanders the many trails of the North, where the storms take her. That merely describes the last few months of her whole life, but Mercedes Kilgrace is new to this life: she has a hard time hiding who she once was. The House Freegrace was a high and mighty noble house whose home lie near Neverwinter's Dolphin Bridge, a beauteous manor gracious with its time and resources to the commoners that lived nearby. Truly they lived up to their name, a nigh-democratic house in one of the North's mightiest bastions of civility. Then came the fires of Mt. Hotenow, down upon Neverwinter, shattering it from below, drowning it in ash from above. Only a single son escaped Neverwinter that day, and he, like many, fled south to Waterdeep. With no resources, no proof of identity, nothing but the name Darryn Freegrace, he came seeking the generosity of his forebearers only to find closed gates and false allies in Neverwinter, eager to renounce the debt on their ledgers. Darryn was named a charlatan and forced to get creative to rebuild his life. Vowing to get to Neverwinter one day and make things right, Darryn put the work ethic of a unicorn into his daughter Valerya, whose merchant empire spanned from broken Chult to the Icewind Dales, from newfound Tymanther to the Moonshaes. She worked hard in her life, combining her clever mind with the mysterious magic that seemed to follow her. She took to lovers, took no spouse, yet produced a single child: tiny Myranda, with dancing tail and tiny black horns. Beyond that, she was a completely normal child and despite the infamy of "House Freegrace," Myranda was raised fully believing the stories of her mother and ignoring the reputation House Freegrace had. Where her grandfather Darryn had charisma and grace, and her mother Valerya had cunning and sorcery, Myranda had neither: what she did have was a steel-like determination, a desire to build a mind for how to break things, and the steady hand to wield the hammer of building and breaking. Valerya leaned into her daughter's gifts and made a warrior of her, as well as giving her a study in building and architecture. Her education was more physical than mental or social, and there Myranda thrived. Her relationship to her mother was close; nothing was kept between them. Well, almost nothing. Then the time came: the Chasm had closed, and Neverwinter was in the full process of being rebuild. While Valerya could wield her massive resources, Myranda could join the monster hunts and free Neverwinter from the grips of abominations from beyond the Chasm. Both were enthusiastic as Lord Neverember, now solely Lord-Protector of Neverwinter, and soon boarded a ship with other nobles of Neverwinter. It was near the Mere of Dead Men that the storm found them. Everyone did what they could, including Myranda and her mother, to keep the mast up, to keep them afloat. But the storm proved stronger. Some fled, to certain death when the mast fell but did not immediately sink the ship. In the lightning, there she saw him: the man on the rock on the beach, holding out his arms before a crowd behind him, commanding the storm. Her mother spoke a name, one she didn't hear. With that, she cast a spell of protection upon Myranda, just as lightning from the storm fell directly upon the tiefling girl and shattered the ship. When next she awoke, in deep pain and wrapped in bandages, she was in the shack of a saltbearded dwarf named Martoon Shieldbanger. Not a real name, but Myranda did not know that. She was the sole survivor; the others who had drifted to the beach had been buried. While none matched the description of her mother, Myranda knew. More importantly, she had physically changed: her skin was now purple, her hair now a bright flaming red instead of a black, her eyes red and burning. Martoon helped nurse her to health in the following month and gave her an axe he called Blood Vow, which he had used to exact revenge upon a rival at Mithral Hall once. The two agreed the best course of action was to seek out a purpose to the storm that still surged within her: and find out why, if possible, the storm had come at all, if the man was still out there. They also agreed Myranda Freegrace was dead, for now. She wore the ring her mother had given her as she completed the spell of protection, the signet ring of House Freegrace, to prove her name and retake the family fortune and mission, in due time. First, Mercedes Kilgrace needed a life. And so, she wandered from the Mere of Dead Men up to Leilon, then to Neverwinter, clearing out a group of ashmodai cultists, then over to the Neverwinter Wood, where her magic first manifested as she slew an owlbear. Realizing the storm was manifesting, combined with the magic her mother had cast upon her, she could herself command the storm and use it to become a monster man she sought would fear. Through her journey she became the folk hero she loved reading about in her chapbooks, especially in her trashy romances. And so, following rumors and hope of glory and purpose, Mercedes Kilgrace comes to Phandalin. OOC: Originally belonged to a Princes of the Apocalypse game, adapted for the Shattered Obelisk. Started at level 5.
  22. Jin Lin Thi - The Entertainment Name: Jin Lin Thi Race: Half-Elf Age: 19 Gender: Male Class: Bard (leaning towards Lore Bard)/ Sorcerer (Divine Soul) Background: Entertainer (Tool Mod) Description: Coming in at about 5'6 and 134 Jin is a generally healthy looking teenage half elf who looks like he does well in whatever work or job he does. He keeps his appearance and clothes generally clean and neat but doesn't go out of his way to make himself look perfect. You might catch him chilling out playing his Lute, humming a tune or maybe even making some musicial notations. He's not royalty but he's not poor either. Personality: Jin is a free spirited but kind young man. You need someone to help you out, he's there often pulling his fair share. You need a shoulder to cry on, he'll sing you a gentle tune to try and make you happy again. He does have his temperamental side however, you mess with him or his friends and he'll make sure things happens then play a taunting tune. He can forgive you for a minor mess with but do mind your jokes and pranks on him because he's believes in fair play. Jin loves to perform with an upbeat style and overall just wants people to get up and enjoy what life has for them but he's not one to take shit for long and while he'll only kill someone in self-defense he'll do his best to just to knock them out or let them run away with their tails between their legs but if it either the life of him and his friends versus them and there's no way to avoid it sorry player they and he come first. Backstory: A local teenage musician of Waterdeep, Jin was born and raised in the Southern Ward and is a rather decently known Flute and Lute player in the Southern Ward but is also known to travel between the wards playing music for whatever tavern/hall will allow him to play. He tends to avoid the rougher parts of town and make's sure not to bother the elites or become a nuisance to the city guard. Updated Story - Winter's Splendor: Jin's musical knowledge managed to net him a ticket into an upcoming party at the Cassalanter Villa being hired as a backup instrumentalist for Aria Cavatina, the Angel of The Sword Coast, a very popular aasimar soprano. At the party Jin was enraptured by Aria but just as the singer was about to start a second song, something attacked her and caused her to fall forward. Jin being quick, rushed to catch the singer and managed to do so. However what he didn't realize was that attacking Aria was an imp and he was in range for an attack himself fortunately for him a swordswoman named Maltrise managed to bat the imp away from Aria and after Jin doused the imp with a sleeping spell. After binding the imp and checking Aria, the city guard rushed in to secure the scene. They deputized Jin, Maltrise and a wizard girl named Aldara to help him figure out where the imp came from. Upon finding a clue in the form of a page of the child's book, Jin managed to lock onto the Cassalanter's youngest daughter Elzerina and note that the girl seemed extremely fidgety. Jin being very polite and soothing suggested that the little girl had let the imp in out of the cold and played with it only for things to get out of hand and trouble to be made. Elzerina couldn't even hold Jin's gentle gaze before she bawled her little heart out admitting to what had happened saying that the book had been a gift and that imps had appeared and although one was nice, the other was a troublemaker and had scared her. Lady Cassalanter immediately comforted her daughter while Lord Cassalanter became angry at the imp and attempted to squeeze information out of it only for the imp to cut him and try to take off by turning into a spider, fortunately it got smashed by a foot before it got away. Jin asked Lady Cassalanter if he and the others could get access to the children's room to see if there were more imps to deal with and was given permission and escorted there. In the children's room they didn't find anything suspicious until Aldara familiar started yowing at the toy trunk, Jin went over figuring that the imp had hid in there, tapped it and commanded the imp to come out. The imp dressed up as a soldier revealed that it was on a mission to figure out a puzzle that was drawn in the children book and in the story itself. Taking several minutes, the group managed to figure out the puzzle was a ritual circle and using the children's toys made the small circle causing more imps to appear. However there was one problem, the ritual had to be done somewhere else, namely an altar in the City of the Dead, the local cemetery, where a statue of a winged female was. Updating the captain of the guard of this development and taking the imps and toys over there, Jin solved the puzzle properly however the bigger fiend that popped out killed all the imps after saying that they were supposed to bring the young girl and instead would take the group's souls. Not one to accept that, the group fought the bigger fiend and managed to defeat it almost losing Aldara due to Jin running out of magic during the fight and being unable to heal her. Fortunately, the commotion managed to attract someone who helped destroy the ritual circle using holy water and get aid for Aldara and help her recover. Back at the party, the captain of the city guard rewards Jin and the others for their assistance, Aria brings the party back to full swing and the Cassalanter also thank them for their aid and the tiefling butler slips them all a large pouch of gold coins for their work. Now marked as a hero of Midwinter and inspired by Aria, Jin continues playing in Waterdeep wondering what his next verse will be about.
  23. I don't think I have played that series so would be up for a go. Just wondering if I have any low level adventurers waiting for a turn!
  24. Oh, the Tenets of Bane series is awesome. I've played it and run it - I would highly recommend it for anyone that hasn't done it.
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