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Dice D&D: The Lost Empire (CS 5th:ED)

Killerclown

Two Thousand Club
Welcome to the world of Phalleoron, a world going through the next stage of its evolution. It is a world going through what can only be called its own "Industrial Revolution.", where advancing technology such as the recent invention of gunpowder, mingles with the traditions of old, such as magic. Our story takes us to the country of Antlantica, one of the largest nations in the world, more specifically, in its frontier. The Frontier of this nation has always been violent and slightly chaotic, mostly due to the hardship of the General Council of Governors, the governing body of the nation, has in enforcing law and order in the large area, mostly relying on local marshals and what army forces are stationed there. Recently, however, the violence in the region has escalated seemingly without any reason. First, it started with outlaw gangs attacking and raiding various settlements across the frontier and riding off into the night before any law enforcement could arrive. There have also been attacks on various stagecoaches and trains by both mysterious men in black and by hobgoblins and other goblinoids. Even worse, giants of almost every variety have been coming out of their various steadings and holdings and have been raiding left and right, stealing cattle, coins, resources, and other things.

This is where you come in, you are a traveler to the frontier arriving in the town of Serpent Tooth for one reason or another. Once you arrive, you discover the town under attack by the Silverman Gang, one of the biggest gangs in the Frontier. What appears to be a simple repelling of a gang of hoodlums will eventually evolve into a desperate struggle against a cunning mastermind and a plan to resurrect a long-dead ancient Empire.

This game is set in a world that combines average D&D fantasy tropes with TV and Movie Westerns and will have you traveling across a massive frontier-region of what is an expy of 1870s America to stop the plans of a Cloud Giant Prince or Princess to resurrect the ancient empire of the Giants. This game is open to up to 7 players and will take you up to level 10. If you have any questions about lore, tech, or races, let me know.

CS
Name:
Race:
Class:
Appearance:
Personality:
Backstory:
Attributes:
Equipment:
Spells (if any)
 
An old tattered military uniform (think Union infantry style) hangs around her body, her cap firmly placed on her head
Personality: Quiet. Likes animals and plants. Doesn't get sarcasm. Doesn't get jokes.
Backstory: Soldier: infantry
"Otto Built. Sisters Built. Otto Fight. Sisters fight. Otto struck. Otto Stuck. Sisters promise recover Otto, Sisters leave.
Otto enter standby. Otto register earth tremer. Otto reactivate. Much time pass in standby.
Otto found. Otto taken City. Otto repair. Otto fighter guild member. Otto look for Sisters."
Attributes:
Str: 18
Dex: 12
Con: 16
Int: 9
Wis: 11
Cha: 8
AC: 21
HP: 13
Prof: 2
Equipment: warhammer, inbuilt shield, light crossbow(20bolts) dice, dungeoneer pack, 85gp,
Proficiencies: Atheletics, Intimidation, Animal handling, perception, Dice games, vehicle (land)
 
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Here's a little piece of art for visual. I had it commissioned years ago.
neva_fernandez__the_explodinator__deckmaster__by_yarrik6-dao6yop.png


Name: Nevarri Wryss
Race: Human (Variant)
Class: Sorcerer 1 (Pyromancer)
Alignment: Chaotic Good

Appearance: A young woman of average height, with fair but freckled skin, Nevarri has shoulder length, wavy red hair and bright blue eyes just behind her spectacles. She slim with a bit of a bust, and she can be seen wearing a red and blue fire cloak with a fire Trim Pattern. Components pouch. Nice and stylish clothes in well kept condition, prefers pants and and a relatively modest blouse (that just hugs her bust some).

Personality: Excitable, Very Eager, Enjoying herself a bit more than she should, Always fashionable, staying ahead of the curve. She values her independence too much to allow her heritage to get in the way of of her life. Having been cooped up for much of her life with her abilities, she intends to attain full mastery and go on adventure. Her heritage and estate will be there for her. She's been locked up in her room for far too long,, and is happy to be free. A tiny bit out of touch with the common folk, and a little bit too eager to solve problems with liberal use of firebolts.

Backstory:

Such was the life of Nevarri Wryss, a young lady from the house of Wryss, first daughter to Lord Canton Wryss and the late Lady Ellania Wryss, though her father wouldn't tell her why her mother died, only that her mother had given her life to her safe. The glares of resentment that she gets from her brothers tell her that somehow it was her fault.

Nevarri was a child when she was isolated from the rest of her family, first simply shut away in a distant room, nobody would come to play with her like they used to. Her brothers ran like as though they were afraid, telling her nothing of why.

Still, she resolved to make friends with her teachers. Nevarri was a studious girl, chipper and full and enthusiasm, very intelligent as well, quick to learn what should could, eager to learn more all the time. By the time she was getting into her teenage years when she had read every book in the house at least six times over, and they had to get more.

Isolation turned to imprisonment when Nevarri's sorcerous bloodline emerged, wild flames emerging from her eyes and hands during an incedent where her brothers bullied her harder than normal, resulting in them getting burned. Lord Wryss was unwilling to risk further harm to anyone, so he had Nevarri locked away in a tower, allowed only to study, and only allowed out on special occasions and kept under close eye.

When she reached the age of eighteen, Nevarri managed to use one of those formal special occasions, during which her father was seeking a husband for his daughter,to escape from the her home. She stole away with proof of her heritage and nobility and took a coach to get as far away from home to embrace the freedom she had found. Now looking over her shoulders at every turn, Nevarri hopes to make sure her father isn't cannot find her and lock her away again.

Attributes:
Str: 9 (-1)
Dex: 14 (+2)
Con: 11 (+0)
Int: 14 (+2)
Wis: 14 (+2)
Cha: 18 (+4)

AC: 12
HP: 6
Prof: +2

Equipment:
Fine clothes
Signet ring
Scroll of pedigree
Component Pouch
Light Crossbow (20 Bolts)
2 Daggers
Explorer's Pack
Dragon-Chess set
25 GP

Spells :

Cantrips:
Firebolt
Shocking Grasp
Friends
Message

1st:
Chromatic Orb
Shield

Languages:
Common
Elven
Draconic
Giant

Proficiencies:
Arcana (Prodigy Doubled)
History
Insight
Perception
Persuasion


Features:
Prodigy (Feat)
Position of Privilege (Background Feature)
Heart of Fire (Pyromancer Feature)

HUGE PILE OF REFERENCES:
Race: Human (Variant)
Sorcerer (Pyromancer (PSK)
Prodigy Feat
Background: Noble
 

Attachments

  • Nevarri Wryss.pdf
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Name:
Ash (Her actual name is not pronounceable by non-Aarakocra)

Race:
Aarakocra

Class:
Lvl 1 Wizard (Conjuration)

Appearance:
She is 4'9" tall. She has ash grey feathers with darker grey spots in spiraling patterns. The undersides of her wings, her chest, her belly, and her legs are light grey. Her beak is hawk-like and her eyes are dark blue. She wears simple, loose dark brown robes with a hood that is often down.

Personality:
Ash doesn't quite understand the thought processes of ground-bound people yet. She tries her hardest, but sometimes they just don't see eye to eye. Like, seriously, that shiny thing was just right there, no one was even holding it, so how did it belong to them?

Backstory:
Ash grew up in the Elemental Plane of Air in a small tribe where she spent most of her time researching and reading. Recently, she was forced to flee her home when her tribe was destroyed in the war against the Elemental Plane of Earth. Since then she has been wandering, searching for something. What that is, even she is not quite sure.

Attributes:
Str: 10 (0)
Dex: 14 (2)
Con: 14 (2)
Int: 15 (2)
Wis: 11 (0)
Cha: 8 (-1)

AC: 12
HP: 8
Prof: 2

Equipment:
Common Clothes
Component Pouch
Quarterstaff
Ink and quill
Small Knife
Explorer's Pack

Spells:
Cantrips:
Mage Hand
Poison Spray
Prestidigitation

1st Lvl:
Burning Hands
Find Familiar
Mage Armor
Magic Missile
Thunderwave
Unseen Servant
 
Character Sheet

Name:
Sylith Tyrnea'ettln (Syl for short)

Race:
High Elf

Class:
Wizard (Transmutation) 1

Languages:
Common
Elvish
Dwarvish
Goblin

Alignment:
Neutral Good

Background:
Writer

Appearance:
A seemingly young elf, about 15 or 16 in human terms, but is actually closer to around 70-80 years of age. His robes are just slightly too big for him, especially around the arms. He thinks it makes him look cool, but it just makes him look immature. He's about 5'4, and only about 100 pounds.
592707

Backstory:
Not noble born, not the son of an unfortunate family. His parents weren't killed in some conspiracy, nor was he sent out against his will. He's not an outcast, but he's not exceedingly popular either. He's perfectly average, and as a result, never quite found his place in the world. He could do anything he put his mind to, so he could never decide what he was going to do. After some intense debate with himself in his room, he decided on becoming a wizard. When he wasn't writing, he was learning the basics, and after he got them down, he gathered his things. After a tearful goodbye with his parents, and one final home cooked meal, he set out to finally find his place in the world.

Personality:
His perfectly average upbringing led him without a real sense of identity, which is why he wants to become an adventurer. His biggest fear is not being useful, so he tried his best to learn things that would make him useful to any adventuring party. He's excitable, but he tries his best to hold it back, not wanting to become a hindrance by running straight into a trap or an enemy. He gets a sparkle in his eyes whenever he gets the chance to learn something new or if he gets the chance to be useful to his party. However, this makes him easily swayed, and the promise of knowledge or helping his team will get him to do almost anything, stopping only when he realizes that it could get him or others hurt. He is still immature though, and it might take longer than others for this realization to hit him.

Attributes:
Str: 8 (-1)
Dex: 17 (+3)
Con: 16 (+3)
Int: 18 (+4)
Wis: 12 (+1)
Cha: 10 (±0)

AC: 13 (16 w/ Mage Armor)
HP: 9
Prof: 2
DC: 14
SAB: 6

Equipment:
Robes
Quarterstaff with orb at the end (acts as a focus and a weapon)
Scholar's Pack
Spellbook
Rations (prepared by his mom)
Calligrapher's supplies
A draft of his first actual book, an unnamed action book about his soon to be adventures
A blank book
A bottle of black ink
A quill
A pouch of 15 gp

Proficiencies:
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, short swords, short bows, and longbows.
Tools: Calligrapher's supplies
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Perception, Investigation, Insight

Spells:
Cantrips:
Light
Mending
Minor Illusion
Firebolt

1st Lvl:
Alarm
Feather Fall
Comprehend Languages
Identify
Mage Armor
Magic Missile

//wow that took a lot out of me. tell me if i need to change anything, and i happily will. this is my first real character sheet in a long time, so i might've gotten some stuff mixed up//
 
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Name: Mayis Lues
Race: Tiefling
Class: Cleric lvl 1
Appearance: Mayis about 5'6 and rather thin, accompanied with a pale skin gives them a kind of emaciated sickly appearance. He has chosen to cover nearly every inch of his flesh with tattoos, and scarification in tribute to Talona. After years of shaping and guiding his horns they have now grown in a kind of circular shape (Think Nubian ibex but much smaller). Mayis also has a tail and hooves as opposed to feet. His eyes are a dull gold with no pupil. Despite his drab and somewhat ill appearance he wears only fine and colorful clothing, often something flowy that further lends Mayis's appearance to almost ethereal and ghostly.

Personality: Alignment: Chaotic Neutral. Mayis is pulled between two perspectives in life. One that is wholistic and full of wonder and happiness and another that is cruel and pessimistic. He currently resides in the mindset that to suffer is to live and to show ones suffering is the holiest and only way to live. Despite this turmoil, he is a person of vibrant energy, he is curious and a bit reckless. He cares deeply for his companions but he sees their suffering as a path to eternal bliss. He is always honest, even and can have a warped sense of good and bad.

Backstory: Mayis was born into a traveling band of do-gooders. They sold trinkets, offered services such as healing, labor, and crafts. The band was made up of individuals from a variety of races they shared one goal, bring goodness to every life you encounter. Mayis quickly fell under the wing of an aging half-orc named Uzthac . He was a healer of souls. He did not dabble in medicine, but in the art of talking and spiritual healing. He brought comfort to those who were sick or dying, and he helped release people from the binds of regret. In this positive and supportive environment Mayis flourish, they spread words of spiritual healing and goodness while keeping any feelings of pain of negativity suppressed. Uzthac eventually passed and it was the saddest day of Mayis's young life but he was expected to move on as though nothing had happened. The night of his passing Mayis had a vision, it was of Uzthac being tortured and tormented by a flurry of unseen illnesses, regrets, mistakes, and losses. In this vision Mayis heard the voice of the goddess Talona. She told Mayis of the agony Uzthac was in because he did not share his internal pain with the world. She told Mayis to join her following and to wear the agony of life on his sleeve. Moved by the vision Mayis saw his band not as friends and family but as a band of liars. They are suffered greatly but did not think it wise to be honest about this pain and hid it. Mayis left the group to pursue the guiding words of Talona. Mayis was swung to the opposite extreme. He values pain and suffering as the only means for peace.

Attributes:
ST: 6 (-2)
DX: 17 (+3)
CN: 15 (+2)
IN: 12 (+1)
WS: 13(+1)
CH:12 (+1)

AC: 14
HP: 10
Prof: +2

Equipment:
Scale Mail
Mace
light crossbow, 20 bolts
Explorer's pack
Shield
Holy Symbol in the form of a tattoo of Talona's symbol on her palm.


Spells (if any)

Cantrips:
Thaumaturgy
Acid Splash
Poison Spray

Lvl 1:
Cure Wounds
False Life
 

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