
GM Aumakua |

Recruitment Thread:
Which Way to the Well? (5e Lost Lands Campaign)
Welcome all. This is a recruitment thread for a 5e campaign in the Lost Lands setting by Frog God Games.
The Lost Lands is a low to medium fantasy setting where adventurers such as yourselves look to carve out your own path and not follow in the folly left by past heroes.
One such word of warning came just over three hundred years ago when the Army of Light gathered to destroy the Army of Orcus. They failed and disappeared into the depths of Rappan Athuk. These days the only mention of the Army of Light can be found in the dusty tomes that sit molding in rarely visited libraries.
But the Lost Lands is more than Rappan Athuk. It is a world rebuilt on fallen empires many of which had treasures that were never found. The day to day life of the current political rulers would tell you that everything is in fine order, but common folk would tell you a different tale. They whisper of a kingdom on decline and of creatures that stalk the shadows and hunt once night has fallen. Where once doors were opened to greet weary travelers they now stand locked and windows shuddered for fear of what lies outside.
The Lost Lands is your home. Whether you choose to be a hero (or anti-hero) or an unsuspecting traveler that gets caught up in the web of adventure, learn what you can of this land and do what is necessary to survive and thrive. For those who do not will could find their names carved on the tombstones that surround Rappan Athuk, the Dungeon of Graves.
Campaign Expectations
I have 2 players already signed up. (Classes yet to be finalized although one has indicated they are leaning towards a bard.)
I am looking adding another 2-4 players (capping it at 6). Given this is pbp I do not mind going with this amount since there is still enough opportunity to allow for character development.
For maps and other notes I will be using Google slides and Google sheets. I am also toying around with using Scabard (it’s a free campaign organizer tool that I stumbled upon so this depends on how easy the interface is) but for now you will need to be able to use Google slides and Google sheets.
For combat I will roll all initiative (this speeds things up). During combat I am going to go by order of initiative. I will usually give you about half a day to make your action, but if I feel this is slowing the game down I will have your character delay and then bot if necessary.
I am not a stickler on posting once a day (but please do check the thread and keep updated). We each go through our ups and downs and I am lenient. Posting once a day is still a good number to strive for. During combat my expectations are a little higher and I would expect you to post at a minimum once per day (please see above). In general I would rather quality over quantity.
IF you disappear from the boards and there is no communication on your part please do not be offended if your character mysteriously disappears or dies in a less than dramatic fashion. If we agree upon your return a new character will have to be rerolled.
Here are my 5e creation guidelines.
All characters begin at 1st level. You must be lvl 3 before you can multiclass.
1. Roll for Ability Scores.
• Roll 4d6 drop the lowest number. For instance I roll 4d6 and get 4, 5, 2, 3. I would drop the ‘2’ since this is the lowest number leaving me with 4+5+3 = 12
• Repeat this 7 more times.
• This will give you a pool of 8 numbers. Use 6 of these to fill in your ability scores. No stat (even after adding your racial bonus) can be higher than 18.
Just so you are clear you will use 6 of these numbers to fill in your ability scores. So 2 will not be used at all.
• All rolls must be generated in your post on the recruitment thread.
2. Choose Race: PHB only (No Dragonborn. No Drow)
2a. Dragonborn: I view The Lost Lands as a throwback campaign setting. Dragonborn currently do not have a place in the lore and at this time I am not going to write them in.
2b. Tieflings: They are typically viewed with true suspicion if not outright fear/hatred. Demons are real in this setting and creatures that appear infernal will likely be treated as such in many civilized locations. Bard’s Gate would likely be the only place you would find some peace but even then you’ll likely have a hard time socializing with many if they know your true nature.
2c. Subraces: These are allowed minus Drow as indicated above.
2d. Humans PC are allowed to use the variant traits for humans HOWEVER they get (i) Any 2 attributes +1; (ii)Common tongue + 1 other language; (iii) 1 Feat
3. Choose Class: PHB only for classes. I have not reviewed the UA Ranger but I would likely allow it.
For archtypes (i.e.,paths/schools/ etc. which are chosen at level 3) from material outside of PHB (i.e., Sword Coast Adventurer’s Guide, Unearthed Arcana, etc.) these are subject to my decision. So let me know ahead of time if you would like something outside of the PHB.
4. Choose Background: Background found outside of PHB are allowed just let me review it first. Follow the steps for choosing a background but your character needs to have a personality trait, an ideal, a bond and a flaw. Whether you choose randomly or pick from the list given is your decision.
**Please Note** I will be using a modified inspiration system (see House Rules below) which will be rewarded based on how true your character is to their personality traits, ideal, bond and flaw.
5. Choose Alignment: No Neutral Evil. No Chaotic Evil. Lawful Evil
I will allow but there should be a good reason why you’d see this character staying with the same group for years.
Regardless of what alignment you choose I am hopeful that your alignment will weigh in on the decisions that your character makes. Also to be transparent my view on alignment is that it is your moral compass. So there are greedy lawful good people (i.e., maybe they just might give a considerable amount of themselves to help strangers) and lawful evil people can think of others before themselves (i.e., their child or another loved one).
6. Choose Equipment: Equipment is determined by your Background and your Class. You will see a portion in each section of the PHB which describes what equipment your character begins with.
One small addendum:. Once your character is created you will only have 1d10 silver pieces left in your pouch (or lower if you use up the gold that your background provides you with). You can roll to determine how much you have left at the start of the campaign. No one said being an adventurer was waking up on soft feather down beds and eating 5 star meals.
7. Backstory Give me your backstory/description in a short paragraph. It should include:
a) What makes your character stand out in the crowd?
b) What event led you to wanting to become an adventurer?
c) What secret do you protect or hold?
I will be including some House Rules that I use in my face 2 face campaign as well as a Modified Inspiration System. I’ll post these once I’ve selected the players for the game.
When you arrived in Holscomb it was clear to see that the village was overcrowded for a place that consisted of a rickety dock, a few shops and several houses. Much of the overcrowding happened to be other merchants loaded with wagons ready to be sold in Eastwych or maybe as far as Eastgate. However, you also found other adventurers waiting to head upriver to head to Zelkor’s Ferry. It seemed they had also been spun the same tale as yourself about avoiding Renderby.
That was three days ago and now looking at your current surroundings this was not how you pictured the life of an adventurer. The pungent smell of fermenting ale mixed with days old sweat was enough to cause you to wrinkle your face. The common room had become your home where you slept, ate and entertained yourself since the last keelboat, the Lucky Oak, had crammed on as many as it could on board and casted off for Zelkor’s Ferry.
Feeling the pouch at your side you are reassured that it is still there, you wish the same could be said for the coins that once made this pouch a little heavier. Checking inside there was little hope you would have enough to pay for the next ferry heading upriver. You’d spoken with some others in the same situation as yourself. Maybe just maybe they could be convinced to set foot to Zelkor’s Ferry. All you’d need to do was follow the river east it would take you there.
With a keen eye you watch as people strewn about the floor, chairs and tables begin to stand and stretch to welcome in the new day. The proprietor of the River Ale had already started cooking something. Hopefully it was those rabbits you’d seen him skinning the night before. Yes today was a new day and you were going to make the most of it.
I’ll leave recruitment open until February 25 and make my decision on February 27. Goal is to begin on March 6.

River of Sticks |

Interested and Stat Rolls: would like to run with a Hexblade (Xanather's) Warlock. Was hoping to go with Changeling from Wayfinder's, but for PHB only will probably go with Human or Half Elf. If there's a Lost Lands equivalent of Mask, that would be their patron I think - I still need to check on that. Bast or Nut might be close.
Stat Roll 1: 4d6 ⇒ (5, 1, 3, 2) = 11
Stat Roll 2: 4d6 ⇒ (1, 5, 5, 4) = 15
Stat Roll 3: 4d6 ⇒ (1, 2, 3, 6) = 12
Stat Roll 4: 4d6 ⇒ (5, 6, 3, 6) = 20
Stat Roll 5: 4d6 ⇒ (3, 5, 3, 1) = 12
Stat Roll 6: 4d6 ⇒ (3, 1, 5, 6) = 15
Stat Roll 7: 4d6 ⇒ (3, 5, 6, 6) = 20
Stat Roll 8: 4d6 ⇒ (3, 3, 6, 2) = 14
EDIT: So that gives 17, 17, 14, 14, 12, 11, 11, 10.

Dreaming Warforged |

4d6 ⇒ (4, 2, 6, 1) = 13 = 12
4d6 ⇒ (5, 3, 3, 5) = 16 = 13
4d6 ⇒ (4, 6, 6, 3) = 19 = 16
4d6 ⇒ (6, 1, 5, 1) = 13 = 12
4d6 ⇒ (3, 1, 1, 5) = 10 = 9
4d6 ⇒ (1, 2, 3, 2) = 8 = 7
4d6 ⇒ (2, 1, 3, 2) = 8 = 7
4d6 ⇒ (6, 4, 6, 3) = 19 = 16
So stat array is 16, 16, 13, 12, 12, 9.
Starting silver is 1d10 ⇒ 3 silver pieces.
Ok, I need to read up a bit more on the Lost Lands. I have two broad concepts at the moment. One is an old retired watchman who, after his father/mother died, his wife left him, and his children renounced him, realizes his life had been for naught, a sham, a mindless effort to redeem himself in the eyes of the wrong people. He opts to find purpose in guarding and guiding those who would walk the lost paths of the land and unveil its secrets.
The second concept is that of a former small-town whore who eloped with the wrong guy and lived a few days of exciting banditry, only to watch her sparkling new boyfriend hanged from a tree after a robbery gone wrong. Disillusioned, she vows to live forever free. For that purpose, she turns to a higher power (likely the Ash Queen).
Let me know if you have thoughts on these concepts. They are for now pretty generic, but that's mostly because I know little of the Lost Lands yet. Working on that.

scranford |

4d6 ⇒ (2, 6, 6, 4) = 18 16
4d6 ⇒ (1, 2, 2, 4) = 9 8
4d6 ⇒ (2, 1, 1, 6) = 10 9
4d6 ⇒ (5, 1, 1, 1) = 8 7
4d6 ⇒ (6, 3, 6, 4) = 19 16
4d6 ⇒ (3, 4, 5, 5) = 17 14
4d6 ⇒ (1, 5, 1, 1) = 8 7
4d6 ⇒ (2, 3, 1, 5) = 11 10
Wow! That Sux. But I can make a passable Elven Ranger from that.
16,16,14,10, 9, 8, 7, 7
STR 10
DEX 16 (18)
CON 16
INT 9
WIS 14 (15)
CHA 8

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** spoiler omitted **
Am I able to take the Arcanist feat from Unearthed Arcana?
Arcanist
(Unearthed Arcana)
You study the arcane arts, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Or
Blade Mastery
(Unearthed Arcana)
You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:
You gain a +1 bonus to attack rolls you make with the weapon.
On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Dreaming Warforged |

** spoiler omitted **
So stat array is 16, 16, 13, 12, 12, 9.
Starting silver is 1d10 silver pieces.
Ok, I need to read up a bit more on the Lost Lands. I have two broad concepts at the moment. One is an old retired watchman who, after his father/mother died, his wife left him, and his children renounced him, realizes his life had been for naught, a sham, a mindless effort to redeem himself in the eyes of the wrong people. He opts to find purpose in guarding and guiding those who would walk the lost paths of the land and unveil its secrets.
The second concept is that of a former small-town whore who eloped with the wrong guy and lived a few days of exciting banditry, only to watch her sparkling new boyfriend hanged from a tree after a robbery gone wrong. Disillusioned, she vows to live forever free. For that purpose, she turns to a higher power (likely the Ash Queen).
Let me know if you have thoughts on these concepts. They are for now pretty generic, but that's mostly because I know little of the Lost Lands yet. Working on that.
Further thoughts: I'm inclined towards the second concept. Her powers would be fuelled by the Ash Queen, but in a different way. She would be an avatar of sorts of the Ash Queen, instead of a vessel for divine power. So I would choose a class, likely monk, whose abilities were drawn from her connection to the divine, in the monk's case, her ki. Another way to represent that connection could be through barbarian, though I like the weaponless aspect. I think in some ways, I think of her as a Bene Gesserit, if you're a fan of Dune.
Let me know what you think and if you don't see the monk class used that way. I have other ideas.

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Ive a few concepts in mind... one is an Eldritch Knight who just has the few lessions that stuck as his apprenticeship before turning to steel... and eventually merges the two approaches to combat in his own way.
The other is a prodigy type weapons master fighter. Not sure if I go the knightly approach or the nimble rapier fighter approach. Both hold attractions for me.
I have had some experience with the Lost Lands and ran a modified version of The Riot Act from Bards Gate and I own most of the Blight materials (yeah, I know the Blight won't be used) as a KS backer.

Tazo |

Hey GM Aumakua!
I'm already in one of your games, so if that disqualifies me, so be it, just let me know. But I've played in two failed Rappan Athuk PbPs, and I want to play with a GM that will carry it through!
4d6 - 2 ⇒ (6, 6, 5, 2) - 2 = 17
4d6 - 1 ⇒ (4, 1, 6, 2) - 1 = 12
4d6 - 2 ⇒ (2, 4, 2, 4) - 2 = 10
4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
4d6 - 2 ⇒ (2, 6, 3, 4) - 2 = 13
4d6 - 1 ⇒ (5, 5, 1, 5) - 1 = 15
4d6 - 2 ⇒ (2, 4, 4, 4) - 2 = 12
4d6 - 2 ⇒ (2, 3, 2, 6) - 2 = 11
17, 15, 13, 12, 12, 11. Pretty darn good. I haven't the faintest clue what I'll play, but I shall figure it out.

GM Aumakua |

@River of Sticks I think the patron best suited for you would be Mirkeer, Goddess of Shadow and Night. For reference she is found in Cult of the Sundered Kingdoms. What I also like about Mirkeer is that she is daughter of Hecate the Goddess of Magic. While Mirkeer is evil it does not necessarily mean you need to be but opens the door for lots of plot hooks.
One would never reveal in the Lost Lands that they worship her for fear of heresy.

GM Aumakua |

@Dreaming Warforged I like your second concept as well even before you referenced Dune. With the way Lost Lands has been scripted as a land with so many cultures I do not think that there is only one version of monk (i.e., Shaolin) so please run with the idea I'm interested to see where you take it.
Reading on the Ash Queen she seems to embody the ideal on unadulterated fury/passion. Almost perfect chaos. So I look forward to seeing the background for this PC.

GM Aumakua |

@Helaman I am fine with you taking either feat provided you are human. Always happy to see another supporter of FGG. In terms of your concepts run with the one that you are going to enjoy the most.
As a supporter of FGG I'm sure you are well aware that PC death happens often in the material they put out. So having more than one concept is good in my books.

GM Aumakua |

@Tazo Hello Tazo you can definitely apply I am not banning anyone from my other game.
Just to reiterate while Rappan Athuk is the hook that brings the party together it might not be the final destination. I leave that to the group to decide but I'm sure one way or another they'll find themselves there.
I'm sure whatever you decide on will intrigue me.

Valghaz Ironhammer |

4d6 ⇒ (3, 1, 5, 2) = 11
4d6 ⇒ (6, 5, 6, 2) = 19
4d6 ⇒ (6, 1, 5, 3) = 15
4d6 ⇒ (6, 2, 2, 2) = 12
4d6 ⇒ (4, 1, 3, 4) = 12
4d6 ⇒ (5, 4, 3, 6) = 18
4d6 ⇒ (5, 3, 1, 3) = 12
4d6 ⇒ (2, 4, 3, 6) = 15
Starting Silver: 1d10 ⇒ 3
Name: Valghaz Ironhammer
Race: Mountain Dwarf
Class: Forge Domain Cleric of Dwerfater
Str (19) Dex (11) Con (16) Int (11) Wis (14) Cha (13)
To Hit: +6
Damage: 1d8+5
HP: 11
AC: 18
Proficiencies
* Armor: Light armor, medium armor, heavy armor, shields
* Weapons: Simple weapons, battleaxe, handaxe, light hammer, and warhammer
* Tools: Smith Tools, Leather Worker Tools
* Languages: Common, Dwarven, Undercommon
* Saving Throws: Wisdom, Charisma
* Skills: Persuasion, and Religion
* Background Skills: Investigation and Perception
* Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* Darkvision: 60'. Dim = Bright, Darkness = Dim
* Dwarven Resilience: Advantage on saving throws versus poison and resistance against poison damage
Equipment
* Holy Symbol Ring
* Warhammer +1
* Chainmail
* Shield
* A Light crossbow and 20 bolts
* A priest’s pack
* Smith Tools
* Leather Worker Tools
* A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a gem worth 10 gp
* 3 silver
Feature: Respect of the Stout Folk
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.
Aspiration. I work hard to be the best there is at my craft.
I owe my clan a great debt for forging me into the person I am today
Blessing of the Forge
At 1st level, at the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
Once you use this feature, you can't use it again until you finish a long rest.
Forge Domain
1st Identify Searing Smite
3rd Heat Metal, Magic Weapon
5th Elemental Weapon, Protection from Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation
Cantrips
* Mending
* Sacred Flame
* Spare the Dying
Level 1
* Healing Word
* Bless
* Cure Wounds
Lvl 4: Magic Initiate Wizard (Booming Blade, Prestidigitation) (1/day Find Familiar)
Lvl 8: Squat Nimbleness (Str20, +5 movement, Athletics)
Lvl 12: +2 Con (18)
Lvl 16: +2 Con (20)
Lvl 20: +2 Wis (18)

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Ok... let's give it a whirl!!
4d6 - 1 ⇒ (2, 1, 6, 5) - 1 = 13
4d6 - 1 ⇒ (4, 5, 1, 5) - 1 = 14
4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
4d6 - 1 ⇒ (2, 1, 6, 1) - 1 = 9
4d6 - 1 ⇒ (5, 4, 1, 1) - 1 = 10
4d6 - 3 ⇒ (3, 3, 5, 6) - 3 = 14
4d6 - 2 ⇒ (3, 4, 5, 2) - 2 = 12
4d6 - 2 ⇒ (2, 2, 3, 5) - 2 = 10
So I have 14 12 09 10 14 12 10, so I will drop one of the 10's and the 09, leaving me
13
14
12
14
12
10
Not too bad...was leaning towards a possible fighter, or maybe a cleric of Vanitthu-God of the Steadfast Guard.

Valghaz Ironhammer |

Just need Background now, but character is made. Got an interesting build, if I may say so.
The build path is built around booming blade. Valghaz will only ever have 1 attack, but with a Familiar using the Aid reaction (at Lvl4) he will always have advantage. And his 1 attack will increase in damage due to booming blade (at lvl5).
So, at lvl1 he has +7 Hit and 1d8+5 damage with 11HP and AC18. Good enough for the front lines.
At Lvl4 he has advantage
At lvl5 it becomes 2d8+5 (booming blade)
At lvl6 he gets +1 AC and fire resistance (Forge Domain)
At lvl8 it becomes 3d8+6 (forge domain)
All in all? A cleric whose spells are focused on party healing, and who spends combats on the front lines with hammer and shield. Eschewing wild blows for Precise hits that maximize damage. He won’t beat barbarians, fighters or rogues in damage contests. But he should be able to hold his own.

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As I said in the interest thread, I am interested. Here are my rolls.
4d6: 4d6 ⇒ (2, 3, 1, 4) = 10: 9
4d6: 4d6 ⇒ (5, 6, 3, 6) = 20: 17
4d6: 4d6 ⇒ (5, 2, 3, 2) = 12: 10
4d6: 4d6 ⇒ (3, 4, 1, 5) = 13: 12
4d6: 4d6 ⇒ (1, 2, 6, 2) = 11: 10
4d6: 4d6 ⇒ (2, 6, 4, 1) = 13: 12
4d6: 4d6 ⇒ (5, 1, 4, 1) = 11: 10
4d6: 4d6 ⇒ (1, 5, 3, 2) = 11: 10
Those are stats only a mother could love. I think I'll go with a fighter with stats like that.
Final selection in order: Str 17, Dex 12, Con 12, Int 10, Wis 10, Cha 9
Beginning Cash: 1d10: 1d10 ⇒ 3 = sp

Valghaz Ironhammer |

Ah...thank you for pointing that out. And glad you like the concept
4d6 ⇒ (3, 1, 5, 2) = 10
4d6 ⇒ (6, 5, 6, 2) = 17
4d6 ⇒ (6, 1, 5, 3) = 14
4d6 ⇒ (6, 2, 2, 2) = 10
4d6 ⇒ (4, 1, 3, 4) = 11
4d6 ⇒ (5, 4, 3, 6) = 15
4d6 ⇒ (5, 3, 1, 3) = 11
4d6 ⇒ (2, 4, 3, 6) = 13
Hill Dwarf
Str (17) Dex (11) Con (14+2=16) Int (11) Wis (15+1=16) Cha (13)
-1 Hit -1 Damage +1 HP/lvl, +1 spell known
Not a bad trade.

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Here's the partial character sheet:
Fighter 1 (0 XP)
Human (m), Neutral
Soldier
[ ABILITY SCORES ]
Str 18 (+4) Dex 13 (+1) Con 13 (+1) Int 11 (+0) Wis 11 (+0) Cha 10 (+0)
[ PROFICIENCIES ]
Proficiency Bonus +2
Saves Str +6, Con +3
Skills Athletics +6, Intimidation +2, Perception +2, Survival +2 (passive Perception 12)
Weapons simple weapons, martial weapons
Armors All armor, shields
Languages common, orc
[ COMBAT ]
hp 11 ; HD 1d10
Init +1 ; Speed 30 ft
AC 19 (chain mail 16, shield +2, Dex +0, Defense +1)
Longsword. Melee : +6 (1d8+4 slashing ; versatile (1d10))
Light crossbow. Ranged : +3 (1d8+1 piercing ; ammunition (range 80/320), loading, two-handed)
[ FEATURES & TRAITS ]
Second Wind (1d10+1 hp/rest)
Fighting Style (Defense)
Military Rank
[ EQUIPMENT ]
Longsword, light crossbow, chain mail, shield, 20 crossbow bolts, backpack, crowbar, hammer, piton (10), torch (10), tinderbox, rations/1 day (10), waterskin, rope/hempen 50 feet, clothes/common, trophy, insignia of rank, belt pouch
Equipment cost 147 gp ; Equipment weight 131 lb
10 gp
Coins weight 0.1 lb
[ CHARACTER ]
Height M / 6.3 ft / 190 lb. ; Age 29 years
Eyes Brown ; Skin Light brown ; Hair Black

Blue Symbiote |

Hello GM Aumakua. I am interested in this game, which I presume is D&D, but somehow NO ONE has mentioned it by name, so if this isn't D&D just ignore me.
I am entirely unfamiliar with the Lost Lands setting, so I apologize if I make some kind of lore mistake in the creation of my character here. My general concept is a tiefling sorcerer (divine soul [XGE pg.50]) who is paradoxically a demon-bloded child with holy power. He/she (haven't decided) would be very quiet and reserved, but every once in a while the powers go a little bonkers and...well, that's usually the point where the running from the mob thing happens. I don't know if there's a god of neutrality and/or balance in this world, but if there is he/she is definitely praying to them to not just explode on the spot from her/his mixture of holy and unholy.
4d6: 4d6 ⇒ (4, 6, 6, 1) = 17
4d6: 4d6 ⇒ (2, 6, 2, 1) = 11
4d6: 4d6 ⇒ (3, 5, 4, 2) = 14
4d6: 4d6 ⇒ (6, 6, 4, 2) = 18
4d6: 4d6 ⇒ (1, 4, 3, 2) = 10
4d6: 4d6 ⇒ (2, 1, 4, 5) = 12
4d6: 4d6 ⇒ (3, 4, 5, 2) = 14
(Any your lucky numbers are...) 13, 16, 10, 12, 16, 9, 11, 12

Kolfax Darkraven |

So I'll have to do some reading for background sake... Thinking either Tsar area or Barakus as an origin, but the concept is of a crotchety older veteran elf, whose seen too much. Basically his local village was routed by goblins and hobgoblins when he was away on a hunting trip, and when he returned all he found was the savaged ruins. He tracked the villains to their lair determined to die fighting for revenge.
Instead as he drew near he heard the sounds of combat. Rushing forward he found the encampment under attack from a small army of Dwarves. Joining the Fray one of his well aimed arrows pierced the skull of a hobgoblin in the process of bashing in the brain of the dwarven leader. After the battle was over, and his revenge sated (For the most part), he had nothing better to do, and since the Dwarven leader owed him one, he joined up with the Dwarven band. For the next couple hundred years he lived more as a dwarf than an elf, but at least he had a home again. Due to his living with a Dwarven band he picked up their personality and became very gruff and short tempered.
Five years ago the leader of the band died, and the group disbanded. Striking out on his own he served as a scout, and archer with various mercenary bands, and picked up many bad habits and scars as he went. Finally he heard the rumors of Rappan Athuk. With the inevitable physical degradation of age around the corner, he had one chance to do something memorable... or perhaps profitable.
So he found himself in this stinking little village with not enough coin left to ferry himself north. Still he had two good legs, and a ton of determination. He began to ask around the stinky River Ale to determine if anybody else might be in the same predicament.
NOTE: I'll re-do this profile for my character, this is just a placeholder.

River of Sticks |

@River of Sticks I think the patron best suited for you would be Mirkeer, Goddess of Shadow and Night. For reference she is found in Cult of the Sundered Kingdoms. What I also like about Mirkeer is that she is daughter of Hecate the Goddess of Magic. While Mirkeer is evil it does not necessarily mean you need to be but opens the door for lots of plot hooks.
** spoiler omitted **
I can work with that. I had passed over her earlier because of the evil alignment, but she certainly fits a Hexblade better than Bast does. I will go with Variant Human and get that posted up today. Just to be clear; the change to variant human is an additional language in place of the normal additional skill proficiency?

GM Aumakua |

I can work with that. I had passed over her earlier because of the evil alignment, but she certainly fits a Hexblade better than Bast does. I will go with Variant Human and get that posted up today. Just to be clear; the change to variant human is an additional language in place of the normal additional skill proficiency?
The change I made was to remove the extra skill. Humans would ether way get common tongue + 1 other language.
Feats in 5e are quite strong and have a lot more benefits than in PF imho.

Blue Symbiote |

Okay, thank you. I had just heard that Pathfinder had gotten a new update, wasn't sure if it was that or D&D.
Spent some time over the day making a first draft of my character, I'm open to suggestions if anyone has them. Also backstory, and link to the whole thing on D&D Beyond.
Roll for pocket change: 1d10 ⇒ 10
Tiefling F, Neutral Good, XP 0
Sorcerer (Divine Soul) 1, Urchin
19yo, 5', 93lbs
white hair, blood red eyes, albino skin
Str 11 (+0), Dex 13 (+1), Con 16 (+3), Int 13 (+1), Wis 12 (+1), Cha 18 (+4)
Speed 30ft, AC 11, HP 9 (1d6+3), Initiative +1
Skills: Deception +6, Religion +3, Sleight of Hand +3, Stealth +3
Saving Throws: Constitution +5, Charisma +6
Languages: Common, Infernal
Weapon Prof.: light crossbows, daggers, darts, quarterstaffs, slings
Armor Prof.: none
Other Prof.: disguise kit, thieves' tools
Darkvision, Hellish Resistance, Infernal Legacy
City Secrets
Spellcasting, Sorcerous Origin (Divine Soul), Divine Magic (Good), Favored by the Gods
Encumbrance: 68 / 165 lbs
On-Hand Gear: component pouch, dagger (3), "Cherub" the mouse, alabaster mask
General Gear: explorer's pack, map of home city, set of common clothes
Trinkets: a small knife, a small (but heavily used) book of scriptures
Funds: 10sp, 10gp
Charisma, DC 14, Atk +6
Cantrips: Control Flames, Fire Bolt, Guidance, Mage Hand, Thaumaturgy
1st Level: Cure Wounds, Mage Armor, Shield of Faith
Slots: 2 first
Personality Trait: “I hide scraps of food and trinkets away in my pockets”
Ideal: People - “I help the people who help me - that’s what keeps us alive.”
Bond: “No one else should have to endure the hardships I’ve been through.”
Flaw: “If I’m outnumbered, I will run from a fight.”
D&D Beyond Link: https://www.dndbeyond.com/profile/Rhigs/characters/9136920
I was also wondering about progression; are we using XP or Milestone?

GM Aumakua |

Spent some time over the day making a first draft of my character, I'm open to suggestions if anyone has them. Also backstory, and link to the whole thing on D&D Beyond.I was also wondering about progression; are we using XP or Milestone?
Good story works well. We will be doing xp for progression.

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Hey guys! I am the one leaning towards Bard that Aumakua had already signed up. I'll be building my PC today/tomorrow. Here are my rolls.
4d6 ⇒ (2, 2, 1, 1) = 6 = 5
4d6 ⇒ (3, 4, 1, 2) = 10 = 9
4d6 ⇒ (1, 5, 1, 3) = 10 = 9
4d6 ⇒ (4, 6, 1, 5) = 16 = 15
4d6 ⇒ (1, 1, 6, 2) = 10 = 9
4d6 ⇒ (6, 5, 1, 4) = 16 = 15
4d6 ⇒ (5, 4, 4, 5) = 18 = 14
4d6 ⇒ (2, 1, 6, 4) = 13 = 12
OOF. Ouch. Wow. Damn!

Generic Malefactor |

4d6 - 3 ⇒ (5, 3, 6, 5) - 3 = 16
4d6 - 1 ⇒ (4, 6, 5, 1) - 1 = 15
4d6 - 2 ⇒ (2, 4, 5, 5) - 2 = 14
4d6 - 1 ⇒ (1, 1, 2, 5) - 1 = 8
4d6 - 1 ⇒ (2, 1, 6, 4) - 1 = 12
4d6 - 2 ⇒ (5, 4, 3, 2) - 2 = 12
4d6 - 1 ⇒ (4, 3, 1, 5) - 1 = 12
4d6 - 2 ⇒ (2, 5, 3, 5) - 2 = 13
so 16, 15, 14, 13, 12, 12. Not too bad. It looks like there's almost a one of everything applying so far. I'll wrangle something together here real quick.

Cadenza |

Hey all I'm the other reserved spot. Thinking of building a tiefling paladin, with an oath of Vengeance I'm under the impression that paladin's no long HAVE to be lawful good. Which has always been a major turn off for me.
stat roll 1: 4d6 ⇒ (5, 3, 2, 2) = 12
stat roll 2: 4d6 ⇒ (3, 1, 4, 2) = 10
stat roll 3: 4d6 ⇒ (3, 4, 6, 3) = 16
stat roll 4: 4d6 ⇒ (3, 4, 2, 1) = 10
stat roll 5: 4d6 ⇒ (3, 5, 4, 3) = 15
stat roll 6: 4d6 ⇒ (2, 5, 3, 6) = 16
stat roll 7: 4d6 ⇒ (6, 6, 2, 4) = 18
stat roll 8: 4d6 ⇒ (3, 1, 3, 2) = 9
cash sp: 1d10 ⇒ 3
10, 9, 13, 12, 14, 16
I'll make up the full character sheet later

River of Sticks |

Here we are. Had some trouble posting yesterday but it seems to have been solved.
Mistra grew up on a small farm, with a few neighboring farms around the area. Slavers raided the community when Mistra was 15, killing the older members and taking the younger ones, including Mistra's sister Jenra, as slaves. Mistra escaped the raid solely because she had gone out the day before searching for a missing sheep; she returned to find the buildings burnt and the slavers long gone.
Mistra tried to follow the slavers, but with no money and little experience she quickly lost track of them. She forced herself to steal food to survive, and learned to move silently and pay attention to her senses. Six months after the raid, she finally found a merchant who had done business with the slavers and knew where they had sold slaves in the past. Mistra was reckless in trying to steal the list from the merchants office, however, and was caught. The authorities ignored her explanations and calls for justice, and sentenced her to three years in prison. While in prison, she became friendly with an older woman who had been incarcerated for witchcraft. She refused to give Mistra her name, but taught her many things that should not be spoken of in public company. After two years of instruction Mistra made a pact with Mirkeer, taking the first steps towards future independence. Mistra served out the remaining time of her sentence, unwilling to complicate her search for her sister by being wanted by the authorities herself. Instead, she used her time to continue learning from the old woman. The day after she was released, she returned to the prison and asked to speak to the old woman; the guards had no idea whom she was speaking of, and when they let her look through the cells, the woman was nowhere to be found. Mistra returned to the merchants office, successfully stole the records of the slavers travels, and is now trying to search for leads as to their whereabouts. She is in Holscomb to track down a bounty hunter who is traveling to Rappan Athuk. This bounty hunter took into custody a corrupt Guard Captain, who had been allowing the slavers passage through his territory. The Captain was executed for his crimes, but the bounty hunter may have more information.
The pact Mistra made with Mirkeer had a visible effect; her hair turned from an unremarkable brown to a deep black, with a small braid of silver running through it. Mistra plays it off as being the result of a childhood accident, but it has drawn unwanted notice in the past. She keeps her pact hidden, and when she has to use her powers openly tries to play them off as a young sorcerer's abilities.
Warlock (Hexblade) 1
CN Human
Init + 4 ; Perception + 4, Passive Perception: 14
Background & Bonds, Ideals, Flaws
Background: Criminal
Bond: My sister was captured in a slaver's raid that killed the rest of our household. By the time I was released and could search for her, she was lost in the world.
Ideal: Chains are made to be broken; slavers are there to be shattered.
Flaw: My hatred and contempt for slavers will not be hidden.
Statistics
STR 11 / DEX 18 / CON 14 / INT 12 / WIS 14 / CHA 18
Feats: Polearm Master
Skills: Still need to put the modifiers in.
Languages: Common*, one more (not sure what would be appropriate for Mirkeer / Lost Lands)
Proficiencies: Wisdom and Charisma saving throws, Thieves tools and gaming set (dice), Perception (Replaces duplicate Deception from Criminal) and Stealth, Deception and Religion, Medium Armor and Shields, Martial Weapons
Equipment: Light Crossbow + 20 bolts, Leather Armor, Quarterstaff, two Daggers, Arcane Focus, Scholar's Pack, 1d10 silver pieces, crowbar, dark clothes, and a belt pouch with 5 gp, Shield
Defense
AC: 17
HP: 10
STR: 0 / DEX: 4 / CON: 2 / INT: 1 / WIS: 4 / CHA: 6
Offense
Speed 30 ft.
Melee Attack (Quarterstaff) : +6 (1d6 + 4)
Melee Attack (Quarterstaff, PM) : +6 (1d4 + 4)
GFB: Melee Attack (Quarterstaff) : +6 (1d6 + 4), +4 damage to a target within 5'
Ranged Attack (Light Crossbow): +6 (1d8+4)
Spells
Cantrips: Mage Hand, Green Flame Blade
Spells Known: Hex, Comprehend Languages

Valghaz Ironhammer |

Valghaz Ironhammer is a street dwarf of Bard’s Gate. While born in the city of Hawkmoon, his family moved to the great metropolis of Bard’s Gate when he was still young. Unlike many street dwarves, who think only of coin, he yearns for tales of the mountains. Of the great cities of his people and their lost glory. For him, tales of the Forlorn Mountains and the lost glory of Clan Targ were what drove him.
Valghaz is a bit of an oddity. He is a cleric of Dwerfater, the god of the dwarves, and yet he has never set foot in Dwarven lands. While he has only known human land, that has not stopped him from dreaming! Especially now, as he has set off for Rappan Athuk. A Dwarven adventurer had fallen there, or so he had heard. And the dwarf had died with a runic amulet that itself came from the lost holds of the Forlorn Mountains. While Valghaz knew it was foolhardy, and most certainly futile, he felt the burning desire to at least try to reclaim it.
Sadly, now near Zelkor’s Ferry, his coin has nearly run out. The Dwarven Cleric can but hope to find a company of adventurers to make the last of the journey with. Failure to do so means that he will need to return home.*
* IE: not being selected in recruitment

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Here's the partial character sheet
I am thinking of Herreck the Vile as a veteran who has been in one too many battles. He first served his feudal lord but after that man died and his lands were dispersed among his rivals, he has been working as a mercenary and has had to perform some truly terrible things. He has no need of people and as a rule declines to get close to anyone. Herreck is also quite opinionated, and does not shy away from telling everyone exactly what he is thinking. It is this last trait that earned him the epithet "the Vile".
This attitude has served him well until quite recently, when he and his mercenary company were ordered to burn down a village. As he was lighting the first thatched roof ablaze, he saw a small kitten hiding in the corner of the cottage. He tried to coax the cat out, but it did not come, so he tried to scare it out, but that didn't work either. He then tried calling to it sweetly, and when that failed he simply strode in and grabbed the small tuft of fur, sticking it in his armor. He then returned to his duty, but has kept the small cat hidden for the last few days, feeding it when he can.
He doesn't quite understand it, but the kitten seems to have uncovered a part of his humanity that he thought had been lost long ago. He know protects the kitten with his life, but keeps it hidden from the general public for fear of being ridiculed.
With a piece of his conscience now returned, Herreck quit his mercenary company and has been looking for other work.

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Ok, here is the crunch for my rogue. I see him more as an investigator
and am looking to go the arcane trickster route. The output from HeroLab is pretty minimal so I will add the missing part in later...just wanted to get the basics and concept in.
Aladair
High elf Rogue 1
Medium humanoid, neutral
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Armor Class 13
Hit Points 9 (1d8+1)
Speed 30 ft.
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STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 15 (+2), WIS 12 (+1), CHA 13 (+1)
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Saving Throws Dex +5, Int +4
Skills Deception +3, Insight +3, Investigation +6, Perception +3, Persuasion +3, Sleight of Hand +5, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish
Actions
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Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

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a) What makes your character stand out in the crowd?
Sweat, unkempt hair, dirty clothes, referring to every woman as "my lady," looking intimidated when in the same vicinity as more brawny men.
b) What event led you to wanting to become an adventurer?
Malthus had spent his youth, his adolescence, and even a large portion of his adulthood locked up in his parents basement. Not locked up, but perhaps there of his own accord, refusing to leave for any reason. Allergic to the outdoors. Agoraphobic, even. He'd rather perfect the perfect song on his flute or drum, holed up for hours at a time, only pausing to eat. Malthus grew large as a result, the slovenly bard spending very little time moving about or adventuring.
But something haunted Malthus from within, and his inner pain only grew as time went on. His haunt affected his concentration when playing, and he became depressed. One evening, he'd sworn he'd had a dream in which a fair maiden awaited him in a cavern, a dungeon - or tavern? - somewhere. Such a dream set Malthus up with a yearning he'd never known he'd even had. And so Malthus dragged himself outside and set off with his instruments and poetry book in tow, hoping to find a way to quell his pain.
c) What secret do you protect or hold?
Malthus has the Haunted One background, and isn't exactly open about his feelings.