• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

The Journey of Heroes! (OPEN!) {CS}

OfficialCosplayerVA

Junior Member
john-magallanes-jean-luc-idle2.gif
-
You and your friends are a group of commoners who have always dreamed of becoming heroes. You and your friends were always playing with each other, pretending to be heroes that would always win over evil and saves the day! Then, years later, you and your group of friends joined the Adventurer's Guild. Then, one day, the kingdom that you and your friends lived in was in danger: they were going to be attacked by the King of Monsters, The Dragon King Thanos! The young princess calls you to come to her castle. When you and your friends got to the castle, the young princess was already there. She said,
"You have probably heard of the news: Wisteria has received a threat, saying that the King of Monsters will start a war between them and us. I want you all to go on a quest to save our kingdom from Thanos. I'll be aiding you on your journey. What do you say?" Do you accept her request?
 
IMG_5804.jpegIMG_5803.jpeg
Beatrice “Hatti”
Class: Wizard
Race: Sentient Object
Background: Sage
Alignment: Lawful Good

Armor Class: 10
HP: 8
Initiative: +0
Proficiency bonus: +2

Strength: 11 (+0)
Dexterity: 10 (+0)
Constitution: 15 (+2)
Intelligence: 13 (+1)
Wisdom: 16 (+3)
Charisma: 10 (+0)

Saving Throws
Acrobatics +0
Animal Handling: +3
Arcana +3
Athletics: +0
Deception: +0
History: +3
Insight: +3
Intimidation: +0
Investigation+1
Medicine +5
Nature: +1
Sleight of hand: +0
Stealth+0
Survival +3

Senses
Passive Wisdom: 13
Passive wisdom (Insight) 14
Passive intelligence (Investigation) 11

Belongings:
dagger
wand
Backpack
Ink (2)
Ink pen
Parchment
Bag of sand
Small knife (2)
Spell book

Spells:
Cantrips: Mending, Minor Illusion, Shape Water
1st level: Magic Missile, Absorb Elements, Charm Person, Comprehend Languages, Fog Cloud, Identify.

Proficiencies:
Arcana and History
Weapons: Light Crossbow, dagger, quarter staff, dart, sling,
Armor: None
Languages: Draconic, Goblin, and Elvish.
Hatti was a sentient witches hat created by a wizard residing in the sprawling city of Yor. There, she watched him create fantastical things with his magical gifts, slowly growing smarter until she learned to use magic herself, but she needed a body.
 
Last edited:
1712964619499.png
Name: Eolan Grudge
Class: Rogue
Race: Human
Background: Haunted One
Alignment: Chaotic Neutral

HP: 11
AC: 13
Initiative: +3
Profecency Bonus: +2


Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 5 (-3)
Wisdom: 11 (+0
Charisma: 16 (+3)


Saving Throws:
Str: +2
Dex: +5
Con: +3
Int: +3
Wis: -1
Cha: -1
Senses
Passive Wis (Perception): 9
Passive Int (Investigation): 13
Passive Wis (Insight): 9


Skills
(Pro) Acrobatics: +5
Animal Handling: -1
Arcana: +1
Athletics: +2
(Pro) Deception: +1
History: +1
Insight: -1
Intimidation: -1
(Pro) Investigation: +3
Medicine: -2
Nature: +1
Perception: -1
Performance: -1
Persuasion: -1
Religion: +1
(Pro) Sleight of Hand: +7
(Pro) Stealth: +7
(Pro) Survival: +1

Proficiencies: Acrobatics, Stealth, Sleight of Hand, Deception
Expertise: Stealth and Deception
Armor: Light Armor
Weapons: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons
Languages: Common, Draconic, Ergot, Ogre, Thieves Cant.

Inventory:
Torches (3)
Tinderbox (2)
Wooden Stake (9)
Oil Flask (3)
Steel Mirror
Manacles
Holy Water Flask
Holy Symbol
Hammer (2)
Crowbar (2)
Water-skin
String (10)
Hempen Rope (50 feet)
Rations: 1 Day
Piton (10)
Hooded Lantern
Candle (5)
Bell
Ball Bearing Bag (bag of 1000)
Thieves Tools
Short-sword
Short-bow
Leather Armor
Dagger (2)
Arrows (20)
Common clothing and Cloak

Eolan was the son of the village apothecary and doctor, spending most of his days learning his fathers trade, before the family moved to the city of Yor, where he was evaluated in medical and alchemical skill, having a surprising aptitude in the art of alchemy. Eolan was immediately sent to the town alchemists, serving under the wizard that built the town. After years of study, a Necromancer attacked the town, reanimating the nearby cemetery and setting them upon the town. Eolan was sent out of the city, carrying many of the Wizards possessions by his order, including a certain sentient hat.

After discovering Hatti’s sentience, Eolan helped her find a body, being a lone zombie he found wandering the outskirts of the city. Eolan abandoned his schooling in alchemy after learning of the entire city being killed in the attack, including: his teachers, the wizard that saved his life, and his family. Eolan found work in a thriving crew, stealing to survive while keeping Hatti safe.
 
Last edited:
View attachment 1157073View attachment 1157074
Beatrice “Hatti”
Class: Wizard
Race: Sentient Object
Background: Sage
Alignment: Lawful Good

Armor Class: 10
HP: 8
Initiative: +0
Proficiency bonus: +2

Strength: 11 (+0)
Dexterity: 10 (+0)
Constitution: 15 (+2)
Intelligence: 13 (+1)
Wisdom: 16 (+3)
Charisma: 10 (+0)

Saving Throws
Acrobatics +0
Animal Handling: +3
Arcana +3
Athletics: +0
Deception: +0
History: +3
Insight: +3
Intimidation: +0
Investigation+1
Medicine +5
Nature: +1
Sleight of hand: +0
Stealth+0
Survival +3

Senses
Passive Wisdom: 13
Passive wisdom (Insight) 14
Passive intelligence (Investigation) 11

Belongings:
dagger
wand
Backpack
Ink (2)
Ink pen
Parchment
Bag of sand
Small knife (2)
Spell book

Spells:
Cantrips: Mending, Minor Illusion, Shape Water
1st level: Magic Missile, Absorb Elements, Charm Person, Comprehend Languages, Fog Cloud, Identify.

Proficiencies:
Arcana and History
Weapons: Light Crossbow, dagger, quarter staff, dart, sling,
Armor: None
Languages: Draconic, Goblin, and Elvish.
Hatti was a sentient witches hat created by a wizard residing in the sprawling city of Yor. There, she watched him create fantastical things with his magical gifts, slowly growing smarter until she learned to use magic herself, but she needed a body.
Accepted!
 
View attachment 1156862
Name: Eolan Grudge
Class: Rogue
Race: Human
Background: Haunted One
Alignment: Chaotic Neutral

HP: 11
AC: 13
Initiative: +3
Profecency Bonus: +2


Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 5 (-3)
Wisdom: 11 (+0
Charisma: 16 (+3)


Saving Throws:
Str: +2
Dex: +5
Con: +3
Int: +3
Wis: -1
Cha: -1
Senses
Passive Wis (Perception): 9
Passive Int (Investigation): 13
Passive Wis (Insight): 9


Skills
(Pro) Acrobatics: +5
Animal Handling: -1
Arcana: +1
Athletics: +2
(Pro) Deception: +1
History: +1
Insight: -1
Intimidation: -1
(Pro) Investigation: +3
Medicine: -2
Nature: +1
Perception: -1
Performance: -1
Persuasion: -1
Religion: +1
(Pro) Sleight of Hand: +7
(Pro) Stealth: +7
(Pro) Survival: +1

Proficiencies: Acrobatics, Stealth, Sleight of Hand, Deception
Expertise: Stealth and Deception
Armor: Light Armor
Weapons: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons
Languages: Common, Draconic, Ergot, Ogre, Thieves Cant.

Inventory:
Torches (3)
Tinderbox (2)
Wooden Stake (9)
Oil Flask (3)
Steel Mirror
Manacles
Holy Water Flask
Holy Symbol
Hammer (2)
Crowbar (2)
Water-skin
String (10)
Hempen Rope (50 feet)
Rations: 1 Day
Piton (10)
Hooded Lantern
Candle (5)
Bell
Ball Bearing Bag (bag of 1000)
Thieves Tools
Short-sword
Short-bow
Leather Armor
Dagger (2)
Arrows (20)
Common clothing and Cloak

Eolan was the son of the village apothecary and doctor, spending most of his days learning his fathers trade, before the family moved to the city of Yor, where he was evaluated in medical and alchemical skill, having a surprising aptitude in the art of alchemy. Eolan was immediately sent to the town alchemists, serving under the wizard that built the town. After years of study, a Necromancer attacked the town, reanimating the nearby cemetery and setting them upon the town. Eolan was sent out of the city, carrying many of the Wizards possessions by his order, including a certain sentient hat.

After discovering Hatti’s sentience, Eolan helped her find a body, being a lone zombie he found wandering the outskirts of the city. Eolan abandoned his schooling in alchemy after learning of the entire city being killed in the attack, including: his teachers, the wizard that saved his life, and his family. Eolan found work in a thriving crew, stealing to survive while keeping Hatti safe.
Accepted!
 

Most of the crunchy stuff is done, just gotta write his background but for the short of it is that he is a spacey sheep herder that wants to be an ecologist. Figured he lives and works on the outskirts of whatever town we are starting in.
 
Tell me anything that needs to be changed. Sorry, I have no images right now since I've only just made her!
STAT ROLLS (for reference): 14, 11, 14, 6, 11, 13
+1 to each for Human.

NAME: Brita Cloven
Class: Paladin
Race: Human
Background: Acolyte
Alignment: Neutral Good

Armor Class: 18 (With Shield and Armor)
HP: 12
Initiative: -2

Strength: 14 (+2) | +2 Save
Dexterity: 7 (-2) | -2 Save
Constitution: 15 (+2) +2 Save
Int: 12 (+1) +1 Save
Wis: 12 (+1) +3 Save
Cha 15 (+2) +4 Save

Acrobatics -2
Animal Handling: +1
Arcana +1
Athletics: +2
Deception: +2
History: +1
Insight: +3 (From Proficiency)
Intimidation: +2
Investigation: +1
Medicine +1
Nature: +1
Perception: +3 (From Proficiency)
Performance: +2
Persuasion: +4 (From Proficiency)
Religion: +3 (From Proficiency)
Sleight of hand: -2
Stealth: -2 (With Disadvantage)
Survival: +1

Passive Wisdom (Perception): 13
Passive Wisdom (Insight): 13
Passive Intelligence (Investigation) 11

Belongings:
Rapier
Shield
5 Javelin
Backpack
Mess Kit
Bedroll
Tinderbox
10 Torches
10 Ration
Waterskin
50ft Hempen Rope
Amulet
Chainmail
Prayer Book
5 Sticks Incense
Vestments
Common Clothes
A pouch of gold.

Spells:
None Yet (earned at level 2 or 3?)

Proficiencies:
Heavy Armor, Light Armor, Medium Armor, Shields, Martial Weapons, Simple Weapons

Languages: Common, Celestial, Primordial, Sylvan

FEATURES:
Divine Sense: Sense anything affected by the hallow spell, know locaton of any celestial, fiend or undead within 60ft that is not behind total cover. 1 Action, 5 per Long Rest
Lay on Hands Pool: 5HP (5HP per cure, or can restore HP in general). 1 Action, Restored at Long Rest

Shelter of the Faithful: Can perform religious ceremonies of the deity. Can expect free healing/care at a temple, shrine, or generalized establishment of personal faith, though I must provide any material components needed for those spells. Those who share this religion will support me (and only me) at a modest lifestyle.

Can call upon the priests of a temple I’m closely affiliated with if the assistance I request is not hazardous and I remain in good standing with them.

Brita was a girl that could never satiate her curiosity about the world, and more specifically, those that created it. She spent so much time reading books about religion that she eventually was noticed by a local religious leader, and became a quasi-integral part of the local organization. She began learning swordplay as a teenager to help fight against evil for the sake of the people around her, considering it her duty as someone under divine protection (in her head) to take care of and protect those around her. Thus, she became a paladin.
 
OK, Here is my character. Awaiting for approval.
Accepted!

Most of the crunchy stuff is done, just gotta write his background but for the short of it is that he is a spacey sheep herder that wants to be an ecologist. Figured he lives and works on the outskirts of whatever town we are starting in.
Accepted!
Tell me anything that needs to be changed. Sorry, I have no images right now since I've only just made her!
STAT ROLLS (for reference): 14, 11, 14, 6, 11, 13
+1 to each for Human.

NAME: Brita Cloven
Class: Paladin
Race: Human
Background: Acolyte
Alignment: Neutral Good

Armor Class: 18 (With Shield and Armor)
HP: 12
Initiative: -2

Strength: 14 (+2) | +2 Save
Dexterity: 7 (-2) | -2 Save
Constitution: 15 (+2) +2 Save
Int: 12 (+1) +1 Save
Wis: 12 (+1) +3 Save
Cha 15 (+2) +4 Save

Acrobatics -2
Animal Handling: +1
Arcana +1
Athletics: +2
Deception: +2
History: +1
Insight: +3 (From Proficiency)
Intimidation: +2
Investigation: +1
Medicine +1
Nature: +1
Perception: +3 (From Proficiency)
Performance: +2
Persuasion: +4 (From Proficiency)
Religion: +3 (From Proficiency)
Sleight of hand: -2
Stealth: -2 (With Disadvantage)
Survival: +1

Passive Wisdom (Perception): 13
Passive Wisdom (Insight): 13
Passive Intelligence (Investigation) 11

Belongings:
Rapier
Shield
5 Javelin
Backpack
Mess Kit
Bedroll
Tinderbox
10 Torches
10 Ration
Waterskin
50ft Hempen Rope
Amulet
Chainmail
Prayer Book
5 Sticks Incense
Vestments
Common Clothes
A pouch of gold.

Spells:
None Yet (earned at level 2 or 3?)

Proficiencies:
Heavy Armor, Light Armor, Medium Armor, Shields, Martial Weapons, Simple Weapons

Languages: Common, Celestial, Primordial, Sylvan

FEATURES:
Divine Sense: Sense anything affected by the hallow spell, know locaton of any celestial, fiend or undead within 60ft that is not behind total cover. 1 Action, 5 per Long Rest
Lay on Hands Pool: 5HP (5HP per cure, or can restore HP in general). 1 Action, Restored at Long Rest

Shelter of the Faithful: Can perform religious ceremonies of the deity. Can expect free healing/care at a temple, shrine, or generalized establishment of personal faith, though I must provide any material components needed for those spells. Those who share this religion will support me (and only me) at a modest lifestyle.

Can call upon the priests of a temple I’m closely affiliated with if the assistance I request is not hazardous and I remain in good standing with them.

Brita was a girl that could never satiate her curiosity about the world, and more specifically, those that created it. She spent so much time reading books about religion that she eventually was noticed by a local religious leader, and became a quasi-integral part of the local organization. She began learning swordplay as a teenager to help fight against evil for the sake of the people around her, considering it her duty as someone under divine protection (in her head) to take care of and protect those around her. Thus, she became a paladin.
Accepted!
 

A cub scorned and outcasted from his pack due to the unusual coloration of his fur, Serosh and his parents quickly ran away to a new sanctuary in hopes of starting over. Serosh's life in the pack is shrouded with mystery, with Serosh having no rememberances of it. Like a faraway dream that can't be snatched by the hand. As a child in the city, Serosh was accepted by his friends quite easily. Perhaps his floof helped make him approachable. Though, Serosh and his friends always dreamed of becoming Heroes of the Adventurer's Guild. Playing games, imitating the stories of good vs evil. It spurned him and his friends to one day join the Guild. On one of his first missions, Serosh was captured and sold away to a Coliseum. There, Serosh was pronounced a Gladiator and had to fight with the intention to entertain, but for Serosh it was survival. The darkest period of Serosh's life began and lasted for 2 years, here he believed the Guild had tricked him. Here, Serosh believed his friends weren't really his. Serosh suffered that he would never see those he cared for again. All alone, Serosh had to build himself back up. Serosh holds a dark and influential anger within him that finally broke free when in battle. Memories of a discarded past resurfaced and Serosh's life in the pack returned to him while in battle.
Due to the pack's treatment of Serosh it awakened a rage inside of him when he was a child. With a rock he threw it at the pack's leader, killing them immediately. Serosh and his parents had to flee for safety after this terrible action... Was it a child lashing out? Or was it a sign of strength yet to come?
While in the Coliseum, and dealing with these resurfaced memories Serosh went in a blind rage once more. Using the chances he had to finally break free from the Coliseum's hold and return to his home...Where his friends were. He did not give up, did not believe he was tricked or played a fool. He believed the Guild were not aware of what happened, tried to hope for it at least..But all he knew was that his friends were the only people he could rely on. His hopes were confirmed when returning home and squaring away his previously announced "deceased" title. Serosh is scarred by a dark past, but hopeful for a brighter future.
 
Last edited:

A cub scorned and outcasted from his pack due to the unusual coloration of his fur, Serosh and his parents quickly ran away to a new sanctuary in hopes of starting over. Serosh's life in the pack is shrouded with mystery, with Serosh having no rememberances of it. Like a faraway dream that can't be snatched by the hand. As a child in the city, Serosh was accepted by his friends quite easily. Perhaps his floof helped make him approachable. Though, Serosh and his friends always dreamed of becoming Heroes of the Adventurer's Guild. Playing games, imitating the stories of good vs evil. It spurned him and his friends to one day join the Guild. On one of his first missions, Serosh was captured and sold away to a Coliseum. There, Serosh was pronounced a Gladiator and had to fight with the intention to entertain, but for Serosh it was survival. The darkest period of Serosh's life began and lasted for 2 years, here he believed the Guild had tricked him. Here, Serosh believed his friends weren't really his. Serosh suffered that he would never see those he cared for again. All alone, Serosh had to build himself back up. Serosh holds a dark and influential anger within him that finally broke free when in battle. Memories of a discarded past resurfaced and Serosh's life in the pack returned to him while in battle.
Due to the pack's treatment of Serosh it awakened a rage inside of him when he was a child. With a rock he threw it at the pack's leader, killing them immediately. Serosh and his parents had to flee for safety after this terrible action... Was it a child lashing out? Or was it a sign of strength yet to come?
While in the Coliseum, and dealing with these resurfaced memories Serosh went in a blind rage once more. Using the chances he had to finally break free from the Coliseum's hold and return to his home...Where his friends were. He did not give up, did not believe he was tricked or played a fool. He believed the Guild were not aware of what happened, tried to hope for it at least..But all he knew was that his friends were the only people he could rely on. His hopes were confirmed when returning home and squaring away his previously announced "deceased" title. Serosh is scarred by a dark past, but hopeful for a brighter future.
Accepted!
 

Users who are viewing this thread

Back
Top