[5E] Re-Recruitment


Recruitment


Hello all! My Adventures in Avonali campaign has a vacancy for a fifth party member, and I'm looking to fill it. You can view the original campaign description and character creation stuff HERE. Start with that, and then take note of the following developments/points of interest:

First, the party will soon be wrapping up the current story arc, at which point they'll be leveling up to 4th. Since that's where you would be inserted into the campaign, go ahead and build your character at 4th level rather than 3rd.

Second, although the campaign began in the town of Linhaus, the party has traveled quite a distance. It's still fine if you want to start in Linhaus (since the party can return and encounter you there), but you can also feel free to be wandering the wilderness or at a tiny unmapped village/trading post/watering hole that they might cross on their return journey. That works too.

Finally, this is a disparate group of strangers, so you don't need to know who they are or have any personal connections to them. I can figure some way to hook you up with them, though if you provide potential hooks of some sort (like some reason you might join a group of people traveling for adventure), that could make it easier on me.

If you've got any other questions, let me know! I'll probably leave this open for... maybe a week-ish? Thanks for applying!


Are you looking for a specific role to be filled?


Nah, not really. I'm more interested in working with good players who will engage the game, than in making sure the party's "balanced".


Fair enough. I have a gnome necromancer who is already at level 4 that I could upload later today or tomorrow. Here's a brief background that can be expanded upon on request.

Absalom:
Absalom Mephistopheles tends to wander about, as he is a researcher and a practicing phrenologist, and generally thinks he can tell everything he needs to know about a person based on their physical measurements ("You have the eye of a mass murder, and you don't seem to be murdering! Good on you for overcoming your natural disadvantages!"). He gets along with most people, provided they can handle his own little oddities.
His dabbling in necromancy is more for archaeology reasons, if that makes sense. Fascinated by the world around him, Absalom travels with a talking skull named Frederick (Frederick doesn't operate as a familiar or provide any bonus whatsoever).
During the course of his research, Absalom was tampering with the laws of nature (as necromancers are wont to do) and an accident occurred, killing his daughter, Meristra, or so it seemed. While her physical body disappeared, Absalom was able to cast her consciousness into a crystal skull that sat on his workbench. After doing this and reaching out to the skull to speak with his daughter, he found the skull was possessed by a dark spirit. After communing with this entity, an agreement was reached. In exchange for his daughter's survival, Absalom has agreed to find a way to make this evil and ancient spirit a new, powerful body. Thus, with 'Frederick' in tow, Absalom has ventured out to explore the world and hopefully save his daughter.

Some crunch:
Wizard (necromancer); Gnome (rock gnome); Will probably drop stats into INT (for that 18) and the 13 into Con and the other 16 into dex. 10 or 8 into charisma, not because he's rude, but because he's clueless. Featwise, either Spell Sniper or War Caster to be useful in combat. Keen Mind would be nice, but that would bump INT to 19; Focus on offensive spells with Identify, detect magic, and a few other useful out of combat spells, unless otherwise needed. Alignment rise, runs CN/CG

base ability scores:

4d6 - 4 ⇒ (5, 6, 4, 5) - 4 = 16
4d6 - 1 ⇒ (2, 6, 1, 5) - 1 = 13
4d6 - 1 ⇒ (3, 2, 5, 1) - 1 = 10
4d6 - 1 ⇒ (1, 4, 2, 2) - 1 = 8
4d6 - 2 ⇒ (3, 3, 6, 2) - 2 = 12
4d6 - 1 ⇒ (5, 1, 6, 5) - 1 = 16
and if allowed a reroll for that 8
4d6 - 1 ⇒ (1, 1, 4, 5) - 1 = 10

About me:
I can do the once a day posting, and if I can't I'll communicate it. I am a student about to return to a math heavy program, but I've been able to manage a post a day during previous semesters. If it seems like I would be a good fit for the group, let me know. If not, that's ok, I'll live :)


This is the first draft, just to let you know I'm interested, and to see what you think of the character.

Brunhin:
Two fellas are well known in the city, given certain frequentations.

Firstly, anyone who, with criminal intent, aspires to find himself in the company of a capable burglar (one who can make short work of any safe or lock) knows that among the best proudly stands the Nutcracker. This fella, of stocky build and always enshrouded in a dark turban, owes his name to the habit of leaving a cracked walnut shell in lieu of the goods he acquires from less-than-secure safes and lockboxes. Usually a lonely type who works on his own, occasionally accepts a job on commission.

On the other hand, any well-to-do gentleman in need of a professional to secure his fortune - from the unsavoury characters looking to unlawfully acquire said fortune – would be very wise to do business with Master Brunhin. No locks are better than those manufactured and sold at “the Doors of Duringard”. The comparison to the mythic fortress might be an exaggeration, but the dwarven locksmith really is a true expert.

The common folk, coming to know about these two characters, would think them natural enemies.

Imagine then if you will the shock and disbelief of Jackal, a petty thief safely resting just about at the bottom of the social order in Thieves’ Guild, who through a lucky accident (and no skill of his own) came to know that Brunhin and Nutcracker are one and the same.
Oh so quick was the scoundrel to inform Rascaro, local capo of the Thieves’ Guild! Rascaro, who already bore ill will towards the Nutcracker for being a thief operating outside of his organization! Rascaro, who had a professional hatred towards Master Brunhin, whose skill stopped many a thievery! Business in the city was becoming direr by the minute for the master of locks and keys!

And so we find our dwarven friend taking a vacation from his routine, forced by the thirst of vengeance of the scorned criminals. His business burned down, his face no longer welcome in most circles, the skilled locksmith and burglar now looks for a job as a treasure hunter, trying to employ his talents far away from the reach of Rascaro.

***

Brunhin, aka the Nutcracker, will be Hill dwarf rogue, with Guild Artisan background. Not very focused on combat, he’ll be a jack of all trades covering many skills (social and physical) and with a somewhat greedy and mischievous, but ultimately non-violent, nature.


Id like to submit. I'm available to post multiple times a day.
Male Human Neutral Good
Rogue 1/Cleric of Knowledge 3

wasn't sure on how much starting money I would have so I kept it real basic. I can fill in additional information.

Recent Backstory:
As the party walks into the tavern they notice a man leaning up against the bar with a cloth bandage wrapped around his head nursing a drink. He has brown hair that covers some of his face but what you can make of it has a few weak old beard sprouting from his cheeks. Hes of a slight build and looks as though he's been fighting a fire. His soot marred studded leather armor has seen road wear and the sword at his waste looks in need of some oil. Beside him you see a backpack with a shield and crossbow tied to it. It too has seen better days.

Harriston finds himself in an in drinking due to his latest foray into the country side. He had teamed up with a couple a couple of weeks previous when he came across some information on the location of a lost tome he'd been researching for the last few months. This tome could have given the Divine Academy great insight into the ancient building methods of the lost civilization of McGuffins.

Bron, a warrior (he thought) and Irasibeth, a wizard, had agreed to come with him when he found the two of them in the area looking for the same ruins he was searching for. The three made a good team and Harriston felt they were truly bonding. He even thought Irasibeth and him had “something.” Well to make a long story short, they found the ruins they were looking for and delved in to find treasures and more importantly the tome of lost knowledge. It took some time but after a few skirmishes with goblins, disarming a few intricate traps, and a tangle with a mimic in the form of a bookcase, they located the ancient hidden library. It was then that the true colors of his companions came through. Come to find out after a little monologueing that they were zealots belonging to the Church of Twilight (an evil church bent on bringing around the end of civilization as we know it) and they were glad that I could help them find this ancient library they were searching for.

Harriston tried to fight, he wounded the wizard but the two of them were too much for him and the paladin gave him a nasty blow to the head. They tied him up and he was surprised when Bron was able to heal Irasibeth. Some sort of paladin he must have been and Harriston missed it comepletely. They ransacked the library around him and when they were done and had taken all they wanted they seemed to find amusement in setting the place ablaze with him still tied to a chain in the library. The last thing he remembers of them is Irasibeth saying “Farewell young cleric, you will die with all the knowledge you sought.” Then the secret door to the library closed, leaving Harriston to burn with the bookshelves and remaining books. Harriston managed in the nick of time to break free from his bonds. He was inhaling a lot of smoke when he reached the secret door. He couldn't see due to smoke filled tears blurring his eyes but managed to find the door release and fell out of the library. Closing the door behind him, gasping for fresh air, he collapsed hoping he'd done enough to keep him from burning up himself.

When he woke up some undetermined amount of time later, he pulled himself up and headed back to town. He hasn't prayed for new spells in a few days and is just happy that he made it back to civilization and to a nice deep mug of ale.

Background – Cloistered Scholar:

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Avonali's great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for new lore to add to its storehouse of knowledge. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of the Divine Academy's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Korkas, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Avonali.
Skill Proficiencies: History, plus your choice of one from among Arcana, Nature, and Religion

Languages: Two of your choice

Feature – Library Access
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical,or secret to permit anyone immediate access.You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.Additionally, you are likely to gain preferential treatment at other libraries across the realm, as professional courtesy shown to a fellow scholar.

Personality:

Personality Traits
- I'm willing to listen to every side of an argument before I make my own judgement.
- I am tolerant of other faiths and respect the worship of other ideals

Ideal - The path to power and self-improvement is through knowledge.

Bond - I work to preserve the vast history and knowledge at the Academy.

Flaw - Its very hard for me to keep a secret, or anyone else's


I'd like to resubmit Timias. Wandering crossbow wielding cleric with a past to forget. I'll level him up to fourth in the next couple of days and think a bit about default spell selection.

Liberty's Edge

I'm interested in this. I have the PHB but haven't had a chance to play yet. Here's some rough crunch to mark my interest. I'll finish up the mechanics and add story in the next couple days.

Lady Alessandra Hightower:
LG Human Paladin 4
HP: 28 (4d10+4×2)
AC: 19 (splint armor and shield)
Init: 0
Speed: 30 ft.
Proficiency Bonus: +2
Stats:
Str: 18 (+4)
Dex: 10 (+0]
Con: 14 (+2)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 16 (+3)
Attacks:
Longsword: +6 1d8+4 slashing
Longsword(2h) +6 1d10+4 slashing
Javelin +6 1d6+4 piercing 30/120

Saves:
Str: +4
Dex: +0
Con: +2
Int: +0
Wis: +2
Cha: +5
Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Playing card set
Languages: Common, Elvis, Orcish
Proficient Skills:
Athletics (Str): +6
History (Int): +2
Religion (Int): +2
Intimidation (Cha): +5
Persuasion (Cha): +5
Non-Proficient Skills:
Acrobatics (Dex) +0
Animal Handling (Wis): +0
Arcana (Int): +0
Deception (Cha): +3
Insight (Wis): +0
Investigation (Int): +0
Medicine (Wis): +0
Nature (Int): +0
Perception (Wis): +0
Performance (Cha): +3
Sleight of Hand (Dex): +0
Stealth (Dex): +0
Survival (Wis): +0

Class Features:
-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.

-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.

-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.

• Fighting Style - Protection: As a reaction, use your shield to impose disadvantage when an adjacent enemy attacks someone else.
• Gain immunity to disease
• Paladin Archetype: Devotion
• Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minim um bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

• Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Feats:
• Heavy Armor Master: Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
• Shield Master: You can shove with your shield as a bonus action after attacking, you gain your shield bonus to dex saves vs single target effects, and can use a reaction to not take half damage when you pass a dex save
Equipment:
Background (Noble):
Feature:
Personality Traits:
I take great pains to always look my best and follow the latest fashions.

Despite my noble birth, I do not place myself above other folk. We all have the same blood.Ideals
- Noble Obligation: It is my duty to protect and care for the people beneath me.
Bond:
- The common folk must see me as a hero of the people.
Flaw:
-I’ll let an innocent die to pursue evil.


I've never played 5e, but just picked it up this past week. My long-standing group is starting a new campaign with it in the next few weeks. I'd love to get a chance to play it pbp as well.

Here is the basic crunch to my rogue that I'll be submitting.

I'm still working on his background.


Bump.

Six applicants so far; let's see if we get any more.


Hello Jiggy, I've not had much experience with 5E. I have watched about 37 episodes of Critical Role and have a great deal of Pathfinder knowledge and roleplaying experience, but I'll be using a character I made for a 5E Adventure Path on here, as I taught myself a lot of the rules just for that game, only to have the campaign end before it really went anywhere. I think I made about 20 posts, so although I need to refresh my mind on how to level up (as I've only got a level 1 character and didn't look beyond that), I'd like to play the same character.

Race is Eladrin - A Subrace of Elf (not half-elf or anything like that and they're in the DMG, which is the only 5E book I own).

Post example:
Dinaeri was lost. He'd stepped through the veil, leaving the Fey Wild behind, re-emerging in what could only be described as a bland, open plain.

It was night time, Dinaeri was alone and having never stepped out of his own realm before, had no idea of what was to come. He just knew full well what he had to do and that was to get to the bottom of whatever was behind the massacre at his Royal Palace.

To come from such a vibrant world and now this. This place is certainly befitting of the creature I witnessed before, though I wonder if I can gather allies along the way?

The wind blew through Dinaeri's perfectly conditioned coat as he took in his surroundings.

I must find a settlement, perhaps even a City. There, I will begin my inquiries and hopefully secure several leads as I pursue this abhorrent beast.

With that, Dinaeri made haste, marching North from his current location, boldly venturing alone, hand near hilt, unknowing of what awaited.


...Why did my Play-by-Post Recruitment thread get moved out of Play-by-Post Recruitment and into Gamer Connection?


I present Karl Gufstass, LN Cleric/4 of Helm, God of Protection in the Life domain for consideration. Karl would have come from one of the nomadic tribes of the area (Clan of the Bear - see background in profile). So encountering him in the wilderness would be most appropriate.

@GM Jiggy - This is Filios. I am pretty sure that you are familiar with my posting rate and gameplay history. When do you anticipate making a selection?

Liberty's Edge

Sword and board pally. I don’t really care for casting. Left to my own devices ill just use spells for smite but I’ll use whichever spells the party wants. I was thinking Alex's interest in the existing party could be piqued by Finlogan. Since they’re both fairly high ranking nobility they would probably know each other, at least in passing. Had to cut the “smoke” story and backstory short, had to go out of town but you should be able to get a feel for her. I can generally post once or twice a day depending on how much others are posting.

Lady Alessandra Hightower:
LG Human Paladin (Oath of Devotion)/4
HP: 28 (4d10+4×2)
AC: 19 (splint armor and shield)
Init: 0
Speed: 30 ft.
Passive Perception: 10
Proficiency Bonus: +2
Stats:
Str: 18 (+4)
Dex: 10 (+0]
Con: 14 (+2)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 16 (+3)
Attacks:
Longsword: +6 1d8+4 slashing
Longsword(2h) +6 1d10+4 slashing
Javelin +6 1d6+4 piercing 30/120

Resources:
Hit Dice: 4d10/4d10
Lay Hands 20/20
Detect Evil 4/4
Sacred Weapon/Turn Unholy 1/1

Spells
CL4; Spell Attack +5; DC 13
Protection From Evil and Good
Sanctuary
?
?
?

Saves:
Str: +4
Dex: +0
Con: +2
Int: +0
Wis: +2
Cha: +5
Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Calligraphers Tools
Languages: Common, Elvish, ?
Proficient Skills:
Athletics (Str): +6
History (Int): +2
Religion (Int): +2
Intimidation (Cha): +5
Persuasion (Cha): +5

Non-Proficient Skills:
Acrobatics (Dex) +0
Animal Handling (Wis): +0
Arcana (Int): +0
Deception (Cha): +3
Insight (Wis): +0
Investigation (Int): +0
Medicine (Wis): +0
Nature (Int): +0
Perception (Wis): +0
Performance (Cha): +3
Sleight of Hand (Dex): +0
Stealth (Dex): +0
Survival (Wis): +0

Class Features:
-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.

-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.

-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.

• Fighting Style - Protection: As a reaction, use your shield to impose disadvantage when an adjacent enemy attacks someone else.
• Gain immunity to disease
• Paladin Archetype: Devotion
• Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minim um bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

• Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Feats:

Heavy Armor Master:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

Shield Master:
You can shove with your shield as a bonus action after attacking, you gain your shield bonus to dex saves vs single target effects, and can use a reaction to not take half damage when you pass a dex save

Equipment:
Longsword [1d8s/1d10s; 3lbs]
Javelin(5)[1d6p;30/120]
Chain Mail [13+Dex(2); 20lbs]
Shield [+2ac; 6lbs]
Holy Symbol[1lbs]
Set of Fine Clothes[6lbs]
Signet Ring
Scroll of Pedigree
Purse
Backpack[5lbs]
Bedroll[7lbs]
Mess Kit[1lbs]
Tinderbox[1lbs]
10 torches[10lbs]
10 days of rations[20lbs]
Waterskin
Calligraphers set
50 feet of hempen rope[10lbs]

Splint Armor[17ac; 16lbs; 200gp; Stealth Disadvantage]
Traveler's clothes[4wgt;2gp]
Ink(4)[40gp]
Ink Pen[2cp]
Book(journal)[5lbs;25gp]
Parchment(10)[1gp]
Sealing Wax[5sp]
Hooded Lantern[2lbs;5gp]
Oil(2)[2lbs;2sp]

Background (Noble):
Feature: Gain Audience with a noble.
Personality Traits:
-I take great pains to always look my best and follow the latest fashions.

-Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideals:
- Noble Obligation: It is my duty to protect and care for the people beneath me.
Bond:
- The common folk must see me as a hero of the people.
Flaw:
-I’ll let an innocent die to pursue evil.

Short Background:

Lady Alessandra Allanah Hightower was born in Korkas, the eldest daughter of Alexander and Alexandra Hightower and heir apparent to the Hightower house, one of the major merchant families in the city. She quickly dashed her families hopes for that perfect heir with her almost singular interest in swordplay and knights. Despite her best efforts, and the fact she could never be a knight, they could not convince her to take a more serious interest in the family business or the noble courts. Her parents ultimately gave in after the birth of her brother, Alesander, and let her train as a “knight” with the elderly Sir Mathas, captain of the Hightower soldiers.

Sir Mathas even convinced her that spending time in the courts and petting the dogs was a knightly activity. Alex was a smart, charismatic girl, but her bluntness tended to put the other nobles off. She rejected every marriage proposal she was offered, alienating herself from the other great houses.

When she came of age she wanted to join the military but her station made that impossible. Frustrated and longing for real combat, she started taking up jobs dealing with bandits and monsters.

If pressed, her parents would insist Alex is out spreading the families good will amongst the common populace, and that is functionally true enough.

The families crest is a white lighthouse on a blue field. Alex insists on using her own personal sigil, a modification of her families. She maintains the lighthouse, but it's caught in an inferno instead of a peaceful blue field. Many have said this symbolism invites doom on their house.


Description:

Alex is tall for a girl, with a slim, athletic build. She is a handsome young woman with high cheek bones and a sharp jaw. Her eyes are medium brown and tanned olive skin. She stands tall and holds her head high, giving herself a constant look of defiance. She could almost be a boy if not for the feminine cut of her clothing. Her coat, tunic, and pants are all made of bright blue silk and trimmed with silver. Her doeskin gloves and knee-high boots follow this coloration. Her personal crest, a burning lighthouse, is stitched in silver on the left breast of her coat, the backs of both gloves, the soles of her boots, and can be found somewhere on almost every single item she owns. Her scale armor and shield are always polished to a mirror shine and immaculately maintained. Her Longsword is masterfully crafted, with twin snake-like dragons running down the length of the blade on either side. A blue and silver kerchief is wrapped around the hilt of the sword to match her outfits colors today. Her sandy brown hair is the only thing that might be said to be imperfect. Short and unkempt, with no uniform length it looks like she simply chops it off herself with a knife.

Smoke:

A pillar of black smoke rose from the forest a couple miles east of the road. Too black to be natural fire. The Old Grey Mare whickered at the smell, her ears twitching this way and that, searching for threats. Alex reaches forward and pats the horse on the neck. ”Shh, be still. Wolves and snakes cannot build fires.” she whispers soothingly to the horse and turns her down an eastward cart path branching off the main road toward the fire. She clicks her tongue twice and the horse starts to trot. No need to risk a broken leg on an unfamiliar road. Whatever was burning was going to finish burning in its own time.

Twenty minutes later they enter into a large clearing. Alex reigns in The Old Grey Mare and surveys the scene. A sheep ranch. A barn, a rather nice two-story house, pastures, a well. The sheep were huddled in a corner as far from the fire as they could get. What was left of the barn still burned. A group of four stood together near the house while a man walked away from the barn, towards the path where Alex stood. The man faltered at the sight of the young woman. It would take a special kind of fool to not recognize her for who she is. Her red silk coat, this one trimmed and decorated with gold, was impeccably tailored and clean despite her travels. She dismounts as the man regains his composure and approaches her. ”You are going the wrong way.”
========================
”That is true. You might say there is a fifty percent chance that I am not who I say I am. A fifty percent chance that I am.” The mans eyes flick to the red-wrapped hilt of her sword. ”So tell me.” The paladin leans towards him and pushes an errant lock of hair out of her face. ”What is the most you have ever lost to the toss of a coin?”


Thanks for all the submissions! I'll probably pick someone in the next few days; I'm a little sick today. Once I pick someone, I'll start working on how to integrate them into the group.


Hi Jiggy. I'll have to withdraw my re-application - sorry to do so at the eleventh hour.


No problem, Timias.

To everyone else, thanks for submitting. I should have a selection made sometime tomorrow.


Okay, we're gonna go with Crisischild/Alessandra Hightower. Please go introduce yourself in the Discussion thread.

Everyone else, thanks for applying! Your interest is very encouraging, and perhaps you can give my next campaign a try!


Thanks for the opportunity!


Yeah. Perhaps next time.

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